The Ortal (3.5e Race)

Summary::Five different evolutions, the Ortal are a single race under a single banner who are diverse in their powers. Racial Ability Adjustments::Variable Type::Humanoid Size::Medium Type::Humanoid Favored Class::Variable Level Adjustment::0 Effective Character Level::1

=The Ortal=

The Ortal are a single race, yet split into five different sects for each element. A highly spiritual people, the Ortal each grow up differently dependant on the sect they are born into. The sects are all based off the elements; Earth (Gai), Fire (Smi), Water (Jit), Air (Pha) and Spirit (Mak). In any Ortal civilization, the sects are all seperated in housing and workspace (due to the unique abilities of each sect), meaning they all grow up differently with different teachings and way of thinking.

Personality
As a race, the Ortal believe in a unified peace upon themselves, a work ethic that extends to their general philosophy of Unity. Through Unity, they achieve a state of being that allows them to gain a closer understanding of the element they devote themselves to. The Ortal religious guideline requires meditation three times per day (at dawn, noon and dusk) in respect of the elements and Unity.

Ortal-gai
The Ortal-gai are the miners and the construction workers of the Ortal, they are diligent and singleminded in their work, if not simple minded. While they might not be as intelligent as the other sects, they are loyal and diligent with a strong sense of personal honor and devotion. Yet, while they are as strong as the earth; they can be as stubborn as the earth too, often deciding on a single path that they must take and no other route is to matter. The Ortal-gai believe in a close relationship with the earth that strengthens them. They spend Unity Meditation upon the ground, where they pray to the Elder Earth to give them strength.

Ortal-smi
The Ortal-smi are the smiths of the Ortal and the competitors. Their firey nature causes them to compete with each other and often they try their best to forge the best. They work hard, but play dangerously at times; they often have dares that escalate too far. The Ortal-smi like to balance fun and work and even mix it together; but when things go wrong, they are often as wrathful as fire itself. True rivalries between two Ortal-smi are often dangerous things and could leave the proud Ortal-smi broken. The Ortal-smi believe in a close relationship with fire and spend their Unity Meditation near warmth or great heat in concentration.

Ortal-jit
The Ortal-jit are the fishermen of the Ortal and are delicate and patient. They fish for food and often trade with outsiders for other goods. The Ortal-jit is blessed with a supernatural form of patience capable of being serene and gentle in some of the most pressing situations, leading them to be patient with their fishing and capable of catching things that would frustrate many others. Yet, like the water they so proudly connect themselves with; they can turn nasty if pushed. An Ortal-jit scorned is a fearsome and dangerous force. The Ortal-jit believe in a close relationship with water and spend their Unity Meditation near the sea or any body of water, wherein they submerge their face.

Ortal-pha
The Ortal-pha are the scouts and hunters of the Ortal. They move quickly and diligently to catch wild game. They are playful and wry with a carefree attitude, only seeking thrills in their speed and movement. They enjoy seeking out adrenaline rushes that get their hearts pumping faster, letting them feel "alive" and "out of control". They especially enjoy dangerous tasks involving free falling. The Ortal-pha have a more sinister side, however, and can often be quite fickle, changing from witty to snide or playful to dangerous to get their thrills. The Ortal-pha believe in a close relationship with air and spend their Unity Meditation out in the open where the wind can envelop them, preferably high-up.

Ortal-mak
The Ortal-mak are the spiritual leaders and the farmers of the Ortal. They are serene, gracious and patient with all people and believe solely in Unity. The farmers of the Ortal-mak diligently work for the good of the race, striving to better themselves for the purpose of nourishing the other sect's bodies. The Ortal-mak that act as spiritual leaders preach the word of Unity and teach the young about the benefits of Unity. They are firm and tenacious in their beliefs, often seen as guides to the spiritual life, giving advice where possible. The Ortal-mak are peaceful and abhor most forms of violence, actively avoiding it whenever possible. The Ortal-mak beleve in a close relationship with spirit and spend their Unity Meditation in deep thought, contemplating their spirituality.

Physical Description
The Ortal are all humanoid in shape, but each sect has a different body shape or distinct marks that set them apart from the other sects. While these physical differences can lead to outsiders mistakenly labeling them as different species, they all share a common biology.

Ortal-gai
The Ortal-gai are the biggest of the Ortal, most of them being between six and seven feet tall. They have bulky builds and quite rough grayish mottled skin. Their hair grows short and has dark colours to it, mostly black and browns. Their hands aren't as dexterous due to their bulky size, but they are capable of holding heavy weights when needed. The Ortal-gai's speech is usually low in tone and short in vocabulary, often speaking slowly and only when it is necessary. They have been known to communicate with grunts to each other.

Ortal-smi
The Ortal-smi are averaged sized humanoids with a slight glow to them. They usually stand between 5 and a half feet to 6 feet tall. Their skin is a light orange hue and they normally have eyes that can change to different hues of red (dependant on how excited or angry they are). The Ortal-smi's hair grows long and in very bright colors, often reds or blondes. They speak quickly and highly of themselves, with ever increasing vocabulary of personal praise and at great lengths about their own achievements.

Ortal-jit
The Ortal-jit are aquatic humanoids. They have rubbery blue skin and some even have scales forming around their joints. They usually stand at about five to five and a half feet tall. They have large eyes and two sets of eyelids (which they use to breathe through). An Ortal-jit has no nose and a forked tongue which they use to smell with. Their ears are merely holes on the side of their head. The Ortal-jit are always bald. Their hands and feet are webbed. The Ortal-jit's body is designed to be capable of easily swimming through water, although they lack the means to communicate through the water. They speak calmly and lightly when talking, with a diplomatic tone to their voices.

Ortal-pha
The Ortal-pha are normal sized humanoids and the most human-looking of the Ortal. They stand between five and 6 feet tall. They have Caucasian skin which is very smooth and lacks hair. The Ortal-pha have short hair of varying colors (from dark to light). The Ortal-pha's main difference from humans is not an easily recognizable point; they have very light bones. Their bones are often thought to be "hollow" and their leg muscles are developed much more than the rest of their body. An Ortal-pha speaks softly, but quickly, with a mastery of words.

Ortal-mak
The Ortal-mak are the most consistent of the Ortal in their size. All Ortal-mak are within three inches of six feet tall. Their skin is a light purple color. The Ortal-mak have slightly longer craniums, making a more distinct egg-shape than normal. They only have three fingers and a thumb per hand and four toes per foot. Their eyes are unique to other Ortal as they have no iris and the cornea is colored purple (which is said to let them see into the spirit world). The Ortal-mak often speak with grace, capable of diffusing situation with their wisdom and speak of Unity.

Physiology
While the Ortal are all different in general appearance, it is their physiology that links them all as a single race. They all share similar traits that establish them as separate from other creatures.

Cardiovascular
Unlike Humans, the Ortal do not have a single heart; but instead they have three. Two of the hearts only contain two chambers, while the third contains the normal four. The hearts are designated as the "Left", "Right" and "Auxilary". The auxiliary heart sits in the center between the other two hearts. The left heart receives oxygenated blood from the lungs (via the pulmonary veins) and pumps the blood into the rest of the body through the aorta. The right heart receives the unoxygenated blood from the vena cavas and pumps the blood into the pulmonary system.

The auxiliary heart is a completely separate self-contained cardiovascular system (giving the Ortal a bicardiovascular system). The second system is effectively the auxiliary system that only activates when absolutely necessary. When the main system's heart rate begins pumping at about 150 beats per minute, the auxiliary system begins pumping blood, effectively picking up "slack" from the main system. This gives the Ortal two pulses when both systems are active. If the main cardiovascular system is damaged in anyway, the second system can switch to become the main cardiovascular system.

An Ortal's heart rate is at rest at 40-70 beats per minute and has a general maximum range of 190-250 beats per minute, depending on age.

Relations
The Ortal, in following of the teachings of Unity, are a peaceful people who are willing to accept other races for who they are. The Ortal believe that, by working together, all can gain a chance of harmony that Unity promises. Many Ortal-jit have been sent out to act as ambassadors to other cultures, due to their serene nature.

The Ortal-jit are used to negotiate peace almost immediately upon contact with any race, rather then risk any conflict that would sow the seeds of chaos within their cities. After a peace is negotiated, Ortal-mak priests are dispatched to spread the word of Unity to other races in their cities. This is usally tolerated due to the Ortal's understanding of other faiths and religions.

In order to obtain more "exotic" goods, the Ortal enjoy trading with other races and the Ortal-jit are usually used for this purpose as well. They trade what they mine, create or catch for anything that could possibly bring them closer to Unity.

Alignment
Most of the Ortal live in a society based around the concept of Unity, but this does not mean they all are Lawful Good or even just good, but rather the various alignments go about gaining Unity through different methods. Good, Neutral and Evil alignments tend to create their own community, rather than mixing with the other alignments (and the Good and Evil socities are often known to clash on their views). The good Ortal societies are known as Misia, the neutral Ortal socities are known as Misie and the evil Ortal socities are known as Misik.

Misia
The Misia believe in Unity through peace. They are kind and benevolent to all people that share their viewpoint and always try reasoning and bargaining before any kind of violent act. Of all the socities, the Misia are the least war-like and do not normally possess a large army, but rather they rely on their diplomats to keep things in order.

A Misia Ortal understands that combat may be required against distinctly savage opponents, but against intelligent enemies, they believe that diplomacy is key to saving the situation and leniency is something that should be punished; with forgiveness and redemption highlighted points in their personality.

Misie
The Misie believe in Unity through law. They are absolute and unforgiving to anyone who breaks their natural law. The Misia believe that their are two absolute laws; the Law of Nature and the Law of Self. The Misie often practice the idea of the Law of the Talon ("An eye for an eye").

A Misie Ortal will follow either the Law of Nature or the Law of Self. They will attempt to fulfill their needs and also enforce the laws, as they are absolute and without comprimise. In battle, they will offer the chance to surrender only once and they will be ruthless; without remorse about killing if it is called for.

Misik
The Misik believe in Unity through control. They are remorseless and generally immortal in their views, but they believe that certain types of absolute control are the only way to Unity. While the more chaotic Misik believe that No Control leads to Unity, the lawful believe in absolute control. The Misik are, however, united in the idea of conquest is the way to these two types of control.

A Misik Ortal will attempt to dominate whoever they meet, through combat or verbal superiority. They believe that they should be in control, for they know what is better. In combat, they attack first and offer mercy only on rare occasions.

Lands
The Ortal live in a close-knit community and their cities are few and often far apart. An Ortal city is always built next to forests and some kind of large body of water, as to do right by the elements. They seek out lands with fertile grounds for farming, as well and lands where mining material is plentiful. An Ortal city is always separated into give different sections for each of the Ortal sects and nearly always built in the same way. The cities are circular in nature and split into a quarter. Then, a final fifth section is created in the center of the city for the Ortal-mak. The Ortal-jit are given the section that is closest to the body of water, which usually includes a dock. The section closest to the forest or woods is given to the Ortal-pha. The Ortal-gai are given the section that is closest to the mining areas. The Ortal-smi are given the last section. The lands outside of the city, but close enough to be considered within the borders, are given to the farming Ortal-mak, where they grow crops.

The Ortal also set up various settlements for mining when their own natural resources are used up. These settlements are usually small, modest and easily packed up and moved. Settlements usually include small portable farms with livestock and cargo transports to send mined materials back to a city. A settlement is usually not more than a day or three away from the Ortal city by horse and cart.

Religion
The Ortal believe in a concept known as Unity. The idea that as all things become one, they near perfection and, therefore, this should be a goal of which a civilization searches for. Unity is, in it's core, the presence of all the sects working together to create a stable and peaceful working civilization wherein everything is reliant on something else; to form a perfect set of cogs, as it were. The Unity belief is based on the elemental beliefs; Fire, Water, Earth, Air and Spirit, in which the five different sects each devote themselves to a single one of these elements. In such, the Ortal believe that they form the five elements and therefore, if they become one; they become Unity itself.

The worship of the concept of Unity is common place in Ortal, even outside of their close-knit civilizations. The Ortal do not believe that their religious views are any better than anyone else's and do not seek to override the deities and concepts that others believe in, but they are willing to share the wisdom and spirituality of Unity to anyone interested enough to inquire. The religious order of Unity is commanded over by the ruler of a Ortal city, the Ortal-maktah, an special Ortal born with double the spiritual power of an ordinary Ortal-mak.

Unity requires three Unity Meditations per day, in order for the Ortal to renew their connection with their element and properly create Unity. Each sect of the Ortal has their own specific method of Unity Meditation, associated with their element, this method is not required for the meditation, but is preferred. Unity Meditation is a minute of silence and self-reflection, where the Ortal tries to become one with his element in mind and body. Unity Meditation takes place at dawn, noon and dusk. Any Ortal who misses a Unity Meditation is encouraged to attempted to atone for this breech of unity by further self-reflection, often through a self-inflicted punishment.

While Unity teaches peace and oneness with all others, it also teaches laws and punishments. Unity has 3 Absolute Laws; laws that must be obeyed without question and breaking these laws is punishable by a single specific punishment.


 * 1) An Ortal shall not kill the good in cold blood; lest their continued life is a threat to Unity. The penalty for breaking this Absolute Law is incarceration for life in pain, for remembrance of the sin and the connection with their element to be cut.
 * 2) An Ortal shall not kill another Ortal nor let another Ortal be killed willfully. The penalty for breaking this Absolute Law is the offender's exile, with his eyes cut out, his tongue cut out and a traitor brand emblazoned upon his cheek.  His elemental connection is also to be cut.
 * 3) An Ortal must not sow discord or disharmony within the Ortal civilization structure. The penalty for breaking this law is incarceration till the Ortal-maktah decides the offender has been reformed. Furthermore, depending on the severity of the discord or disharmony, an additional punishment that is of equal to the crime may be administered.

If any of the laws are thought to of been broken by an Ortal, they will be arrested and held till trial, without any form of bail, for a week. They will then be trialed by the Ortal-maktah himself and a small council made up of selected Ortals from each sect, who will make the decision of guilty or innocent for the offender. Unity gives a few lesser punishments for lesser crimes, but often it is noted that crimes should be met with a punishment that is fitting for the crime itself, for example; a missing of a Unity Meditation is recommended to have self-flagellation as a punishment; a number of strikes for each time it was missed in the Ortal's lifetime (in such, increasingly more each time missed). The punishment is noted as being able to be carried out by another proxy Ortal if needs be.

Deities (Intika)
While Unity may be a concept that the Ortal revere, they still have nine deities. While they are not deities in the strictest sense, they still have deity-like power and the Ortal describe them as "Living Concepts" or "Intika", in Maksek. Each one embodies one of the nine alignments and, it is said, they exist chained within a divine demiplane, exerting their influence upon the material plane. Only the highest of Ortal-Mak are allowed to even see one of the Intika. They will only appear for a being of the alignment that they represent. The Intika are represented to the Ortal as scriptures, that are said to have been written by the Initka's most trusted servants. The Initka are not worshipped as deities, they are known as absolutes and concepts for people to embody. Each Initka has a different route to the idea of Unity.

The Intika are named as a combination of words defining their alignment and each word is pronounced fully, for example; Pita (Lawful (Pi), Good (Ta)) is pronounced Pea-Tah.

Most Ortal only follow Pita, Muta and Jata, although they acknowledge the ideas presented by Pire, Mure and Jare. Piok, Muok and Jaok are left out of most teachings, as they embody distinctly evil ideas that go against the "ideal" idea of Unity. Ortal that break away from the larger Ortal civilizations are normally those that take the Unity idea of Pire, Mure and Jare over Pita, Muta and Jata. Any evil Ortal disregard all others save for Piok, Muok and Jaok; although they tend to only be interested in the one that embodies their alignment.

Intika-Pita
Pita is known as The Justified Good. He repesents Lawful Good as an alignment and as a concept. Pita's writings teach justice and understanding for those that are affected by law and promoting forgiveness, but fair punishment. His favoured weapon is the Maul.

Intika-Muta
Muta is known as The Muse of Light. She represents Neutral Good as an alignment and as a concept. Muta's writings teach of everyone's potential to be the best they are and they encourage unity through sharing of these talents, but not to judge others solely by what they can't do. Her favoured weapon is the longsword.

Intika-Jata
Jata is known as The Good Spirit. He represents Chaotic Good as an alignment and as a concept. Jata's writing teaches that everyone should be themselves under the umbrella of Unity and they encourage self-fulfilment and expression. His favoured weapon is the shortsword.

Intika-Pire
Pire is known as The Absolute Law. He represents Lawful Neutral as an alignment and as a concept. Pire's writing teaches that law is absolute; without law, there is a state of anarchy; so those that break the laws, are to be punished as it is said. His favoured weapon is the warhammer.

Intika-Mure
Mure is known as The Balanced Scale. He represents True Neutral as an alignment and as a concept. Mure's writing teaches that one should not have personal bias, but instead should weigh all sides of a philosophy and mediate; rather than choose to show bias. His favoured weapon is the double-bladed sword.

Intika-Jare
Jare is known as The Self-Anointed. He represents Chaotic Neutral as an alignment and as a concept. Jare's writing teaches that one should live for themselves first and others second and Unity can be achieved through personal fulfilment. His favoured weapon is the flail.

Intika-Piok
Piok is known as The Unified Tyrant. He represents Lawful Evil as an alignment and as a concept. Piok's writing teaches the idea of Unity through Strength; those that do not believe are against Unity and should be dealt with accordingly. They also teach the idea of Might Makes Right. His favoured weapon is the greataxe.

Intika-Muok
Muok is known as The Malicious One. He represents Neutral Evil as an alignment and as a concept. Muok's writing teaches that people should do whatever they want; whenever they want, it matters not what it may be, but impulses should always be followed, never mind how fiendish it is. His favoured weapon is the whip.

Intika-Jaok
Jaok is known as The Greed. He represents Chaotic Evil as an alignment and as a concept. Jaok's writing teaches that people should do whatever they can to enrich themselves at all times, others are lesser and they deserve to have whatever they want, whenever they want. His favoured weapon is the sickle.

Language
The Ortal all speak the most common language of the world, as Unity teaches that the common language is a step towards becoming one with each other. However, each sect of the Ortal has a specific language taught to them, depending on their element. This is for better understanding and communication with the element and their elemental kin.

Ortal-gai
The Ortal-gai speak Terran.

Ortal-smi
The Ortal-smi speak Ignan.

Ortal-jit
The Ortal-jit speak Aquan.

Ortal-pha
The Ortal-pha speak Auran.

Ortal-mak
The Ortal-mak speak a language known as Maksek, the Spirit Language. It is an old language that was developed by the older Ortal-mak as they developed their communication with the spirits and learned specific key phrases to communicate with the soul and the spirits around them. It is soft and quiet, yet daunting and unnerving to those that hear it; as though whispering to the very core of a person.

Names
The Ortal through their lives will gain five names.
 * 1) The first name they acquire after being born is the name of their "Tribe". Tribe names extend to entire cities, rather than small close-knit communities. An entire city can have a whole population that is 90% of a single clan. This name is a tradition from when the Ortal were once made of tribes. This naming tradition is encouraged by Union as it gives a sense of oneness within a city.
 * 2) The second name is the Family name. The family name is inherited from the mother (or the Ortal-mak of the relationship, if inter-sect).
 * 3) The third name is the Personal name given by both the parents of the Ortal, who decide upon a name for their child as any others do.
 * 4) The fourth name is given at the Coming of Age ceremony (at the age of 16) and is the "Spiritual" name that is given by an Ortal-mak after a study of the Ortal's spirit. This name is used in Union as their official name for anything to do with Union.
 * 5) The fifth name is known as the "Unity" Name. Upon completion of the Ceremony of Joining, the two Ortal participating name each other to signify their unity. Union states that only the two Ortal may refer to each other by this name and the use of a "Unity" name by a non-unioned Ortal is a grave insult.

An Ortal's name is noted as such; Personal Spiritual Unity Family Tribe, although the Unity name is often omitted from introductions as it is not required and children who have not yet achieved their Coming of Age do not have a Spiritual name. An exiled Ortal has no Tribe, Spiritual or Family name. They rarely have a Unity name.

Racial Traits
While all the Ortal have different racial traits depending on their sect, they each share a common ability that links them to Unity through their element.
 * Unity (Su): The Ortal is connected to their chosen element and draw power from it in battle. However, this link can be severed. The Ortal gain a +2 on Knowledge (The Planes) checks and can make them untrained if it's regarding the elements. However, if an Ortal's Unity connection is broken, they lose this bonus and their Su abilities.

Ortal-gai

 * +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: The Ortal-gai are strong and healthy, their large figures giving them resilience to the world and enhanced muscle capacity, but their bulk reduces their speed and they are less intelligent that normal.
 * Humanoid (Ortal)
 * Medium
 * Ortal-gai base land speed is 30 feet.
 * Darkvision (Ex): Due to their mining upbringing, the Ortal-gai gain darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight and Ortal-gai can function just fine with no light at all.
 * Stability (Ex): Due to their bulk, the Ortal-gai are exceptionally stable. They gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 * Intimidating Presence (Ex): An Ortal-gai has quite an intimidating figure, never mind their lack of charismatic wit. They can use their Strength bonus for Intimidate, instead of Charisma. They gain a +2 racial bonus to Intimidate and Jump checks.
 * At One With the Earth (Su): Due to their connection with the Earth, the Ortal-gai are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all earth spells and effects.
 * Earth's Embrace (Su): The deep connection with the Earth gives the Ortal-gai more insight into how to manipulate the earth. They cast spells with the Earth descriptor at a +1 Caster Level.
 * Earth Connection (Su): Due to their sturdiness on the earth, the Ortal-gai gain a +1 insight bonus to their attacks whenever they and their enemy is touching the floor.
 * Automatic Languages: Common, Terran.
 * Bonus Languages: None.
 * Favored Class: Fighter or Barbarian.
 * Level Adjustment: +0
 * Effective Character Level: 1

Ortal-smi

 * +2 Constitution, +2 Charisma, -2 Wisdom, -2 Strength: The Ortal-smi are a proud race, capable of burning in the darkness for hours on end, yet they lack the strength of their earth cousins and sometimes lack that deeper insight.
 * Humanoid (Ortal)
 * Medium
 * Ortal-smi base land speed is 30 feet.
 * Low-Light Vision (Ex): Due to often working by forgelight, the Ortal-smi are capable of seeing in low-light quite easily.
 * Fire's Anger (Ex): Once per day, an Ortal-smi can channel his rage and anger into the burning fire that fuels them. As a standard action, an Ortal-semi can activate Fire's Anger. While active, the Ortal-smi gains +2 Dexterity and +2 Strength, but take a -2 Wisdom penalty. Additionally, the Ortal-smi's skin begins to heat up. Anyone touching the Ortal-smi (through touch attacks, unarmed strikes or from being hit by an Ortal-smi's unarmed strike) takes 1d4 fire damage from the heat. While active, the Ortal-smi has the Fire subtype. This effect lasts for a number of rounds equal to 1 + the Ortal-smi's constitution modifier.
 * Naturally Charismatic (Ex): An Ortal-smi is well versed in situations that require a distinct sense of happening. They can use their Charisma bonus for Sense Motive instead of Wisdom. They gain a +2 racial bonus to Bluff and Sense Motive checks.
 * At One With the Fire (Su): Due to their connection with Fire, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all fire spells and effects.
 * Fire's Embrace (Su): The deep connection with Fire gives the Ortal-smi more insight into how to manipulate fire. They cast spells with the Fire descriptor at a +1 Caster Level.
 * Flame Connection (Su): Whenever an Ortal-smi is in light created by fire, the Ortal-smi gains a +1 dodge bonus to AC. However, when in total darkness, they take a -1 penalty to their AC.
 * Automatic Languages: Common, Ignan.
 * Bonus Languages: None.
 * Favored Class: Rogue.
 * Level Adjustment: +0
 * Effective Character Level: 1

Ortal-jit

 * +2 Dexterity, +2 Wisdom, -2 Strength, -2 Constitution:
 * Humanoid (Ortal, Aquatic)
 * Medium
 * Ortal-jit base land speed is 20 feet: The Ortal-Jit also have a swim speed of 40ft, due to their webbed digits.
 * Scent (Ex)
 * Amphibious (Ex): The Ortal-jit are capable of breathing underwater and on land equally.
 * Trader's Intuition (Ex): Due to their sense of how to trade and barter, Ortal-jit can use their natural instinct to get their way, where charisma might fail them. They can use their Wisdom bonus on Diplomacy checks. They gain a +2 racial bonus to Sense Motive and Appraise checks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * Water's Embrace (Su): The deep connection with Water gives the Ortal-jit more insight into how to manipulate the cold. They cast spells with the Cold descriptor at a +1 Caster Level.
 * Water Connection (Su): Whenever they are touching a body of water (a puddle, lake, river, etc), the Ortal-jit gains a +1 bonus to attacks. However, whenever they are in the air (without touching the ground), they take a -1 penalty to AC.
 * Automatic Languages: Common, Aquan.
 * Bonus Languages: None.
 * Favored Class: Ranger.
 * Level Adjustment: +0
 * Effective Character Level: 1

Ortal-pha

 * +2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution:
 * Humanoid (Ortal)
 * Medium
 * Ortal-pha base land speed is 40 feet.
 * Greased Lightning (Ex): The Ortal-pha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-pha can activate this ability. While active, the Ortal-pha gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-pha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-pha can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-pha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-pha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-pha gains a +1 dodge bonus to their AC. However, if the Ortal-pha is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * Automatic Languages: Common, Auran.
 * Bonus Languages: None.
 * Favored Class: Ranger.
 * Level Adjustment: +0
 * Effective Character Level: 1

Ortal-mak

 * +2 Intelligence, +2 Wisdom, -2 Dexterity, -2 Strength: The Ortal-Mak are wise and intelligent, but they lack the physical abiltieis of their cousins.
 * Humanoid (Ortal)
 * Medium
 * Ortal-mak base land speed is 30 feet.
 * Spiritual Power (Ex): The Ortal-Mak are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-Mak can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-Mak to heal 1d6 + Wisdom modifier damage with a touch. The backlash from this ability causes the Ortal-Mak to take 2 points of Wisdom damage. The Wisdom damage heals naturally. The Ortal-Mak cannot use this ability if the Wisdom damage would reduce the Ortal-Mak's Wisdom to 9 or lower.
 * Knowledgable (Ex): The Ortal-mak are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their Wisdom modifier for Knowledge checks. They gain a +2 racial bonus on all Knowledge (Religion) and Knowledge (The Planes) checks.
 * At One With the Spirit (Su): Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects.
 * Spirit Connection (Su): The Ortal-Mak do not actively need sleep, but instead they meditate. When the Ortal-Mak meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to Listen checks while meditating.
 * Automatic Languages: Common, Maksek.
 * Bonus Languages: Auran, Aquan, Ignan and Terran.
 * Favored Class: Cleric.
 * Level Adjustment: +0
 * Effective Character Level: 1

LA Hybrids
Ortal are capable of creating hybrids between sects, effectively creating up to 20 different sub-breeds. Whenever two Ortal of different sects mate, they have a chance of creating a hybrid Ortal. A hybrid takes traits from both the parents and combines them. Hybrids and all their racial abilities are decided like so;
 * Choose two Ortal sects and select one as the dominant and one was the recessive sect. (For example, the Pha is dominant and the Mak is recessive)
 * Combine the racial bonuses to ability scores, but only take the racial penalty of the recessive sect. (For example, +2 Dexterity, +4 Intelligence, +2 Wisdom, -2 Strength, -2 Constitution)
 * Take the type and subtypes and combine them. (For example, both the Pha and Mak are Humanoid (Ortal), so they become Humanoid (Ortal))
 * Take the higher of the two speeds. (For example, as Pha has a 40ft land speed, gain a 40ft land speed)
 * Take all racial abilities of both the sects. (For example, gain Grease Lightning, Enhanced Legs, Spiritual Power, Knowledgable, At One With the Spirit, Spirit Connection, At One with the Wind, Wind's Embrace, Air Connection)
 * Combine automatic languages and bonus languages. (For example, as mak gains Masek and Common and pha gains Common and Auran, gain Common, Masek and Auran)
 * Favoured Class becomes either of the two sect's favoured classes. (For example, pha has a favoured class of Ranger and mak has a favoured class of Cleric, the favoured class becomes Cleric or Ranger)
 * Level Adjustment increases by 1.
 * To name the race, prefix with Ortal- and add the dominant and then recessive name. (For example, Ortal-makpha).
 * For age, use the age of the recessive sect.
 * For height, use the dominant sect.

The example generates the Ortal-makpha.

Ortal-makpha

 * +2 Dexterity, +4 Intelligence, +2 Wisdom, -2 Strength, -2 Constitution
 * Humanoid (Ortal)
 * Medium
 * Ortal-makpha base land speed is 40 feet.
 * Greased Lightning (Ex): The Ortal-makpha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-makpha can activate this ability. While active, the Ortal-pha gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-makpha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-makpha can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * Spiritual Power (Ex): The Ortal-makpha are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-makpha can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-makpha to heal 1d6 + Wisdom modifier damage with a touch. The backlash from this ability causes the Ortal-makpha to take 2 points of Wisdom damage. The Wisdom damage heals naturally. The Ortal-makpha cannot use this ability if the Wisdom damage would reduce the Ortal-makpha's Wisdom to 9 or lower.
 * Knowledgable (Ex): The Ortal-makpha are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their Wisdom modifier for Knowledge checks. They gain a +2 racial bonus on all Knowledge (Religion) and Knowledge (The Planes) checks.
 * At One With the Spirit (Su): Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects.
 * Spirit Connection (Su): The Ortal-makpha do not actively need sleep, but instead they meditate. When the Ortal-makpha meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to Listen checks while meditating.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-makpha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-makpha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-makpha gains a +1 dodge bonus to their AC. However, if the Ortal-makpha is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * Automatic Languages: Common, Maksek, Auran.
 * Bonus Languages: Aquan, Ignan and Terran.
 * Favored Class: Cleric or Ranger.
 * Level Adjustment: +1
 * Effective Character Level: 2

If a hybrid of three or more sects occurs, then the process is repeated, but each sect that is added adds in a "recessive, dominant" pattern. Whenever a recessive sect is added, all racial ability penalties are added. Recessive sects are always placed in the name after the dominant sects. For example;

Ortal-makphajit

 * +4 Dexterity, +4 Intelligence, +4 Wisdom, -4 Strength, -4 Constitution
 * Humanoid (Ortal, Aquatic)
 * Medium
 * Ortal-makpha base land speed is 40 feet: The Ortal-makphajit have a swim speed of 40ft.
 * Greased Lightning (Ex): The Ortal-makpha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-makpha can activate this ability. While active, the Ortal-pha gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-makpha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-makpha can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * Spiritual Power (Ex): The Ortal-makpha are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-makpha can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-makpha to heal 1d6 + Wisdom modifier damage with a touch. The backlash from this ability causes the Ortal-makpha to take 2 points of Wisdom damage. The Wisdom damage heals naturally. The Ortal-makpha cannot use this ability if the Wisdom damage would reduce the Ortal-makpha's Wisdom to 9 or lower.
 * Knowledgable (Ex): The Ortal-makpha are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their Wisdom modifier for Knowledge checks. They gain a +2 racial bonus on all Knowledge (Religion) and Knowledge (The Planes) checks.
 * Scent (Ex)
 * Aquatic (Ex): The Ortal-jit are capable of breathing underwater and on land equally.
 * Trader's Intuition (Ex): Due to their sense of how to trade and barter, Ortal-jit can use their natural instinct to get their way, where charisma might fail them. They can use their Wisdom bonus on Diplomacy checks. They gain a +2 racial bonus to Sense Motive and Appraise checks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * At One With the Spirit (Su): Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects.
 * Spirit Connection (Su): The Ortal-makpha do not actively need sleep, but instead they meditate. When the Ortal-makpha meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to Listen checks while meditating.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-makpha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-makpha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-makpha gains a +1 dodge bonus to their AC. However, if the Ortal-makpha is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * Water's Embrace (Su): The deep connection with Water gives the Ortal-jit more insight into how to manipulate the cold. They cast spells with the Cold descriptor at a +1 Caster Level.
 * Water Connection (Su): Whenever they are touching a body of water (a puddle, lake, river, etc), the Ortal-jit gains a +1 bonus to attacks. However, whenever they are in the air (without touching the ground), they take a -1 penalty to AC.
 * Automatic Languages: Common, Maksek, Auran, Aquan.
 * Bonus Languages: Ignan and Terran.
 * Favored Class: Cleric or Ranger.
 * Level Adjustment: +2
 * Effective Character Level: 3

Double Breed
A double breed is a strange occurance when an Ortal is born with a more strengthened elemental connection, essentially referred to as a Ortal-Ya-(Sect). These Ortal are generally "better" than the others of their race in some way and increase on their abilities and powers. Essentially, the Ortal becomes a dominant sect and recessive sect of a single sect.

Ortal-ya-gai

 * +4 Strength, +4 Constitution, -2 Dexterity, -2 Intelligence
 * Humanoid (Ortal)
 * Medium
 * Ortal-ya-gai base land speed is 30 feet.
 * Darkvision (Ex): Due to their mining upbringing, the Ortal-ya-gai gain darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight and Ortal-ya-gai can function just fine with no light at all.
 * +3 Natural Armor.
 * Powerful Build (Ex): The physical stature of Ortal-ya-gais lets them function in many ways as if they were one size category larger. Whenever a Ortal-ya-gai is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Ortal-ya-gai is treated as one size larger if doing so is advantageous to him. A Ortal-ya-gai is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Ortal-ya-gai can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
 * Stability (Ex): Due to their bulk, the Ortal-ya-gai are exceptionally stable. They gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 * Intimidating Presence (Ex): An Ortal-ya-gai has quite an intimidating figure, nevermind their lack of charismatic wit. They can use their Strength bonus for Intimidate, instead of Charisma. They gain a +2 racial bonus to Intimidate and Jump checks.
 * At One With the Earth (Su): Due to their connection with the Earth, the Ortal-ya-gai are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all earth spells and effects.
 * Earth's Embrace (Su): The deep connection with the Earth gives the Ortal-ya-gai more insight into how to manipulate the earth. They cast spells with the Earth descriptor at a +1 Caster Level.
 * Earth Connection (Su): Due to their sturdiness on the earth, the Ortal-ya-gai gain a +1 insight bonus to their attacks whenever they and their enemy is touching the floor.
 * Automatic Languages: Common, Terran.
 * Bonus Languages: None.
 * Favored Class: Fighter or Barbarian.
 * Level Adjustment: +1
 * Effective Character Level: 2

Ortal-ya-smi

 * +4 Constitution, +4 Charisma, -2 Wisdom, -2 Strength
 * Humanoid (Ortal, Fire)
 * Medium
 * Ortal-ya-smi base land speed is 30 feet.
 * Low-Light Vision (Ex): Due to often working by forgelight, the Ortal-ya-smi are capable of seeing in low-light quite easily.]
 * Fuelled by Fire (Ex): The Ortal-ya-smi's body is literally a smouldering pot of fire and fire does well to heal it, rather than damage it. Whenever hit by fire damage, instead of merely negating the damage, the Ortal-ya-smi heals the amount of damage that would've been inflicted, up to his maximum hit points.
 * Fire's Anger (Ex): Once per day, an Ortal-ya-smi can channel his rage and anger into the burning fire that fuels them. As a standard action, an Ortal-semi can activate Fire's Anger. While active, the Ortal-ya-smi gains +2 Dexterity and +2 Strength, but take a -2 Wisdom penalty. Additionally, the Ortal-ya-smi's skin begins to heat up. Anyone touching the Ortal-ya-smi (through touch attacks, unarmed strikes or from being hit by an Ortal-ya-smi's unarmed strike) takes 1d4 fire damage from the heat. While active, the Ortal-ya-smi has no weakness to Cold damage. This effect lasts for a number of rounds equal to 1 + the Ortal-ya-smi's constitution modifier.
 * Naturally Charismatic (Ex): An Ortal-ya-smi is well diversed in situations that require a distinct sense of happening. They can use their Charisma bonus for Sense Motive instead of Wisdom. They gain a +2 racial bonus to Bluff and Sense Motive checks.
 * At One With the Fire (Su): Due to their connection with Fire, the Ortal-ya-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all fire spells and effects.
 * Fire's Embrace (Su): The deep connection with Fire gives the Ortal-ya-smi more insight into how to manipulate fire. They cast spells with the Fire descriptor at a +1 Caster Level.
 * Flame Connection (Su): Whenever an Ortal-ya-smi is in light created by fire, the Ortal-ya-smi gains a +1 dodge bonus to AC. However, when in total darkness, they take a -1 penalty to their AC.
 * Automatic Languages: Common, Ignan.
 * Bonus Languages: None.
 * Favored Class: Rogue.
 * Level Adjustment: +1
 * Effective Character Level: 2

Ortal-ya-jit

 * +4 Dexterity, +4 Wisdom, -2 Strength, -2 Constitution
 * Humanoid (Ortal, Aquatic)
 * Medium
 * Ortal-ya-jit base land speed is 20 feet: The Ortal-ya-jit also have a swim speed of 40ft, due to their webbed digits.
 * Multiple Limbs: Ortal-ya-jit have four arms and, thus, can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Ortal-ya-jit can also take the Multiattack feat. (These are not bonus feats.)
 * Scent (Ex)
 * Amphibious (Ex): The Ortal-ya-jit are capable of breathing underwater and on land equally.
 * Trader's Intuition (Ex): Due to their sense of how to trade and barter, Ortal-ya-jit can use their natural instinct to get their way, where charisma might fail them. They can use their Wisdom bonus on Diplomacy checks. They gain a +2 racial bonus to Sense Motive and Appraise checks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-ya-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * Water's Embrace (Su): The deep connection with Water gives the Ortal-ya-jit more insight into how to manipulate the cold. They cast spells with the Cold descriptor at a +1 Caster Level.
 * Water Connection (Su): Whenever they are touching a body of water (a puddle, lake, river, etc), the Ortal-ya-jit gains a +1 bonus to attacks. However, whenever they are in the air (without touching the ground), they take a -1 penalty to AC.
 * Automatic Languages: Common, Aquan.
 * Bonus Languages: None.
 * Favored Class: Ranger.
 * Level Adjustment: +1
 * Effective Character Level: 2

Ortal-ya-pha
If a Ortal-ya-pha becomes unconscious or helpless while in midair, his wings unfurl and powerful ligaments stiffen the wings. The Ortal-ya-pha descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. When they reach 10 Hit Dice, Ortal-ya-phas have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Ortal-ya-pha with flight can make a dive attack. A dive attack works like a charge, but the Ortal-ya-pha must move a minimum of 30 feet and descend at least 10 feet. A Ortal-ya-pha can make a dive attack only when wielding a piercing or slashing weapon; if the attack hits, it deals double damage. A Ortal-ya-pha with flight can use the run action while flying, provided she flies in a straight line.
 * +4 Dexterity, +4 Intelligence, -2 Strength, -2 Constitution:
 * Humanoid (Ortal)
 * Medium
 * Ortal-ya-pha base land speed is 60 feet.
 * Winged (Ex): Even if they are incapable of flying yet, a Ortal-ya-pha gains a +10 racial bonus on their jump checks due to the lift gained from their wings. Furthermore, a Ortal-ya-pha can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of travel for every 5 feet of descent. Ortal-ya-pha glide at a speed of 20ft. (Average maneuverability). Even if a Ortal-ya-pha's maneuverability improves, he can't hover while gliding. A Ortal-ya-pha can't glide while carrying a heavy load.
 * Flight (Ex): When a Ortal-ya-pha reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Ortal-ya-pha can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Ortal-ya-phas can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Ortal-ya-phas are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Ortal-ya-phas can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
 * Greased Lightning (Ex): The Ortal-ya-pha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-ya-pha can activate this ability. While active, the Ortal-ya-pha gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-ya-pha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-ya-pha can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-ya-pha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-ya-pha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-ya-pha gains a +1 dodge bonus to their AC. However, if the Ortal-ya-pha is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * Automatic Languages: Common, Auran.
 * Bonus Languages: None.
 * Favored Class: Ranger.
 * Level Adjustment: +1
 * Effective Character Level: 2

Ortal-ya-mak

 * +4 Intelligence, +4 Wisdom, -2 Dexterity, -2 Strength: The Ortal-ya-mak are wise and intelligent, but they lack the physical abiltieis of their cousins.
 * Humanoid (Ortal)
 * Medium
 * Ortal-ya-mak base land speed is 30 feet.
 * Spirit Walk (Su): An Ortal-ya-mak is closer to the spirit world than others, nearly becoming one with it. A number of times per day equal to their wisdom modifier or intelligence modifier, whichever is higher, an Ortal-ya-mak can become incorporeal for a number of rounds equal to 1 + wisdom modifier or intelligence modifier (whichever is higher). While incorporeal, the Ortal-ya-mak gains the incorporeal subtype and a fly speed of 20ft (Perfect).
 * Spiritual Power (Ex): The Ortal-ya-mak are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-ya-mak can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-ya-mak to heal 1d6 + Wisdom modifier damage with a touch. The backlash from this ability causes the Ortal-ya-mak to take 2 points of Wisdom damage. The Wisdom damage heals naturally. The Ortal-ya-mak cannot use this ability if the Wisdom damage would reduce the Ortal-ya-mak's Wisdom to 9 or lower.
 * Knowledgable (Ex): The Ortal-ya-mak are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their Wisdom modifier for Knowledge checks. They gain a +2 racial bonus on all Knowledge (Religion) and Knowledge (The Planes) checks.
 * At One With the Spirit (Su): Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects.
 * Spirit Connection (Su): The Ortal-ya-mak do not actively need sleep, but instead they meditate. When the Ortal-ya-mak meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to Listen checks while meditating.
 * Automatic Languages: Common, Maksek.
 * Bonus Languages: Auran, Aquan, Ignan and Terran.
 * Favored Class: Cleric.
 * Level Adjustment: +1
 * Effective Character Level: 2

Double Breed Hybrids
Double breeds can be made into hybrids with other sects. Adding another sect follows the same guidelines as before (the next added sect being a recessive, then dominant, etc). Furthermore, two double breeds can be bred, however this counts as two, therefore the LA is increased by 2. Examples are given at the end.

Ortal-ya-pha-smi
If a Ortal-ya-pha-smi becomes unconscious or helpless while in midair, his wings unfurl and powerful ligaments stiffen the wings. The Ortal-ya-pha-smi descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. When they reach 10 Hit Dice, Ortal-ya-pha-smis have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Ortal-ya-pha-smi with flight can make a dive attack. A dive attack works like a charge, but the Ortal-ya-pha-smi must move a minimum of 30 feet and descend at least 10 feet. A Ortal-ya-pha-smi can make a dive attack only when wielding a piercing or slashing weapon; if the attack hits, it deals double damage. A Ortal-ya-pha-smi with flight can use the run action while flying, provided she flies in a straight line.
 * +4 Dexterity, +4 Intelligence, +2 Charisma, -4 Strength -2 Wisdom
 * Humanoid (Ortal)
 * Medium
 * Ortal-ya-pha-smi base land speed is 60 feet.
 * Low-Light Vision (Ex): Due to often working by forgelight, the Ortal-ya-pha-smi are capable of seeing in low-light quite easily.
 * Winged (Ex): Even if they are incapable of flying yet, a Ortal-ya-pha-smi gains a +10 racial bonus on their jump checks due to the lift gained from their wings. Furthermore, a Ortal-ya-pha-smi can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of travel for every 5 feet of descent. Ortal-ya-pha-smi glide at a speed of 20ft. (Average maneuverability). Even if a Ortal-ya-pha-smi's maneuverability improves, he can't hover while gliding. A Ortal-ya-pha-smi can't glide while carrying a heavy load.
 * Flight (Ex): When a Ortal-ya-pha-smi reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Ortal-ya-pha-smi can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Ortal-ya-pha-smis can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Ortal-ya-pha-smis are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Ortal-ya-pha-smis can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
 * Greased Lightning (Ex): The Ortal-ya-pha-smi can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-ya-pha-smi can activate this ability. While active, the Ortal-ya-pha-smi gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-ya-pha-smi have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-ya-pha-smi can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * Fire's Anger (Ex): Once per day, an Ortal-ya-pha-smi can channel his rage and anger into the burning fire that fuels them. As a standard action, an Ortal-semi can activate Fire's Anger. While active, the Ortal-ya-pha-smi gains +2 Dexterity and +2 Strength, but take a -2 Wisdom penalty. Additionally, the Ortal-ya-pha-smi's skin begins to heat up. Anyone touching the Ortal-ya-pha-smi (through touch attacks, unarmed strikes or from being hit by an Ortal-ya-pha-smi's unarmed strike) takes 1d4 fire damage from the heat. While active, the Ortal-ya-pha-smi has the Fire subtype. This effect lasts for a number of rounds equal to 1 + the Ortal-ya-pha-smi's constitution modifier.
 * Naturally Charismatic (Ex): An Ortal-ya-pha-smi is well diversed in situations that require a distinct sense of happening. They can use their Charisma bonus for Sense Motive instead of Wisdom. They gain a +2 racial bonus to Bluff and Sense Motive checks.
 * At One With the Fire (Su): Due to their connection with Fire, the Ortal-ya-pha-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all fire spells and effects.
 * Fire's Embrace (Su): The deep connection with Fire gives the Ortal-ya-pha-smi more insight into how to manipulate fire. They cast spells with the Fire descriptor at a +1 Caster Level.
 * Flame Connection (Su): Whenever an Ortal-ya-pha-smi is in light created by fire, the Ortal-ya-pha-smi gains a +1 dodge bonus to AC. However, when in total darkness, they take a -1 penalty to their AC.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-ya-pha-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-ya-pha-smi more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-ya-pha-smi gains a +1 dodge bonus to their AC. However, if the Ortal-ya-pha-smi is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * Automatic Languages: Common, Auran, Ignan.
 * Bonus Languages: None.
 * Favored Class: Ranger or Rogue.
 * Level Adjustment: +2
 * Effective Character Level: 3

Ortal-ya-pha-ya-jit
If a Ortal-ya-pha-ya-jit becomes unconscious or helpless while in midair, his wings unfurl and powerful ligaments stiffen the wings. The Ortal-ya-pha-ya-jit descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. When they reach 10 Hit Dice, Ortal-ya-pha-ya-jits have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Ortal-ya-pha-ya-jit with flight can make a dive attack. A dive attack works like a charge, but the Ortal-ya-pha-ya-jit must move a minimum of 30 feet and descend at least 10 feet. A Ortal-ya-pha-ya-jit can make a dive attack only when wielding a piercing or slashing weapon; if the attack hits, it deals double damage. A Ortal-ya-pha-ya-jit with flight can use the run action while flying, provided she flies in a straight line.
 * +8 Dexterity, +4 Intelligence, +4 Wisdom, -4 Strength, -4 Constitution
 * Humanoid (Ortal, Aquatic)
 * Medium
 * Ortal-ya-pha-ya-jit base land speed is 60 feet: The Ortal-ya-pha-ya-jit also have a swim speed of 40ft.
 * Winged (Ex): Even if they are incapable of flying yet, a Ortal-ya-pha-ya-jit gains a +10 racial bonus on their jump checks due to the lift gained from their wings. Furthermore, a Ortal-ya-pha-ya-jit can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of travel for every 5 feet of descent. Ortal-ya-pha-ya-jit glide at a speed of 20ft. (Average maneuverability). Even if a Ortal-ya-pha-ya-jit's maneuverability improves, he can't hover while gliding. A Ortal-ya-pha-ya-jit can't glide while carrying a heavy load.
 * Flight (Ex): When a Ortal-ya-pha-ya-jit reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Ortal-ya-pha-ya-jit can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Ortal-ya-pha-ya-jits can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Ortal-ya-pha-ya-jits are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Ortal-ya-pha-ya-jits can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
 * Greased Lightning (Ex): The Ortal-ya-pha-ya-jit can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-ya-pha-ya-jit can activate this ability. While active, the Ortal-ya-pha-ya-jit gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-ya-pha-ya-jit have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-ya-pha-ya-jit can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * Multiple Limbs: Ortal-ya-pha-ya-jit have four arms and, thus, can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Ortal-ya-pha-ya-jit can also take the Multiattack feat. (These are not bonus feats.)
 * Scent (Ex)
 * Amphibious (Ex): The Ortal-ya-pha-ya-jit are capable of breathing underwater and on land equally.
 * Trader's Intuition (Ex): Due to their sense of how to trade and barter, Ortal-ya-pha-ya-jit can use their natural instinct to get their way, where charisma might fail them. They can use their Wisdom bonus on Diplomacy checks. They gain a +2 racial bonus to Sense Motive and Appraise checks.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-ya-pha-ya-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-ya-pha-ya-jit more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-ya-pha-ya-jit gains a +1 dodge bonus to their AC. However, if the Ortal-ya-pha-ya-jit is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-ya-pha-ya-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * Water's Embrace (Su): The deep connection with Water gives the Ortal-ya-pha-ya-jit more insight into how to manipulate the cold. They cast spells with the Cold descriptor at a +1 Caster Level.
 * Water Connection (Su): Whenever they are touching a body of water (a puddle, lake, river, etc), the Ortal-ya-pha-ya-jit gains a +1 bonus to attacks. However, whenever they are in the air (without touching the ground), they take a -1 penalty to AC.
 * Automatic Languages: Common, Auran, Aquan.
 * Bonus Languages: None.
 * Favored Class: Ranger.
 * Level Adjustment: +3
 * Effective Character Level: 4

RHD Hybrids
For some campaigns, level adjustment is a silly idea and should not be used. This, unfortunately, alienates some people from using rougly 90% of the Ortal. So, instead, instead; this variant replaces the level adjustment with racial hit die, which isn't too much of a stretch.

To achieve this, remove all level adjustments from a hybrid and treat every base sect as having 1 racial hit die. This racial hit die is consumed by the first class level and, thus, base sect races don't need modifiying. However, when you combine two sects to form a hybrid, you do not increase the level adjustment by +1, you instead combine the racial hit die, meaning a first hybrid will have 2 RHD. As Humanoid RHD often have varying good saves, each the first Ortal sect chosen determines the good base save for all RHD gained. The saves are as follows;


 * -gai: Fortitude
 * -smi: Reflex
 * -jit: Reflex
 * -pha: Reflex
 * -mak: Will

Examples are given below.

Ortal-makpha

 * +2 Dexterity, +4 Intelligence, +2 Wisdom, -2 Strength, -2 Constitution
 * Humanoid (Ortal)
 * Medium
 * Ortal-makpha base land speed is 40 feet.
 * Greased Lightning (Ex): The Ortal-makpha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-makpha can activate this ability. While active, the Ortal-pha gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-makpha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-makpha can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * Spiritual Power (Ex): The Ortal-makpha are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-makpha can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-makpha to heal 1d6 + Wisdom modifier damage with a touch. The backlash from this ability causes the Ortal-makpha to take 2 points of Wisdom damage. The Wisdom damage heals naturally. The Ortal-makpha cannot use this ability if the Wisdom damage would reduce the Ortal-makpha's Wisdom to 9 or lower.
 * Knowledgable (Ex): The Ortal-makpha are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their Wisdom modifier for Knowledge checks. They gain a +2 racial bonus on all Knowledge (Religion) and Knowledge (The Planes) checks.
 * At One With the Spirit (Su): Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects.
 * Spirit Connection (Su): The Ortal-makpha do not actively need sleep, but instead they meditate. When the Ortal-makpha meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to Listen checks while meditating.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-makpha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-makpha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-makpha gains a +1 dodge bonus to their AC. However, if the Ortal-makpha is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * Racial Hit Dice: An Ortal-makpha begins with 2 levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses depending on the most dominant sect; the good save is +3 and the poor saves are +0.
 * Racial Skills: An Ortal-makpha’s elemental levels give her skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Ortal class skills are Balance (Dex), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str). Escape Artist (Dex), Heal (Wis) and Swim are always treated as class skills.
 * Proficient with all simple weapons.
 * Automatic Languages: Common, Maksek, Auran.
 * Bonus Languages: Aquan, Ignan and Terran.
 * Favored Class: Cleric or Ranger
 * Level Adjustment: +0
 * Effective Character Level: 2

Ortal-makphajit

 * +4 Dexterity, +4 Intelligence, +4 Wisdom, -4 Strength, -4 Constitution
 * Humanoid (Ortal, Aquatic)
 * Medium
 * Ortal-makpha base land speed is 40 feet: The Ortal-makphajit have a swim speed of 40ft.
 * Greased Lightning (Ex): The Ortal-makpha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-makpha can activate this ability. While active, the Ortal-pha gains +2 Dexterity and +2 Constitution, but take a -2 Wisdom penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced constitution modifier rounds.
 * Enhanced Legs (Ex): The Ortal-makpha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-makpha can use Dexterity for Jump and Climb checks and gain a +2 racial bonus on all Balance and Climb checks.
 * Spiritual Power (Ex): The Ortal-makpha are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-makpha can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-makpha to heal 1d6 + Wisdom modifier damage with a touch. The backlash from this ability causes the Ortal-makpha to take 2 points of Wisdom damage. The Wisdom damage heals naturally. The Ortal-makpha cannot use this ability if the Wisdom damage would reduce the Ortal-makpha's Wisdom to 9 or lower.
 * Knowledgable (Ex): The Ortal-makpha are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their Wisdom modifier for Knowledge checks. They gain a +2 racial bonus on all Knowledge (Religion) and Knowledge (The Planes) checks.
 * Scent (Ex)
 * Aquatic (Ex): The Ortal-jit are capable of breathing underwater and on land equally.
 * Trader's Intuition (Ex): Due to their sense of how to trade and barter, Ortal-jit can use their natural instinct to get their way, where charisma might fail them. They can use their Wisdom bonus on Diplomacy checks. They gain a +2 racial bonus to Sense Motive and Appraise checks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * At One With the Spirit (Su): Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects.
 * Spirit Connection (Su): The Ortal-makpha do not actively need sleep, but instead they meditate. When the Ortal-makpha meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to Listen checks while meditating.
 * At One With the Wind (Su): Due to their connection with the Wind, the Ortal-makpha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects.
 * Wind's Embrace (Su): The deep connection with the Wind gives the Ortal-makpha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level.
 * Air Connection (Su): While outside (or in a building not enclosed by more than 4 walls), the Ortal-makpha gains a +1 dodge bonus to their AC. However, if the Ortal-makpha is entangled or otherwise kept slowed, they take a -1 penalty to attacks.
 * At One With the Sea (Su): Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects.
 * Water's Embrace (Su): The deep connection with Water gives the Ortal-jit more insight into how to manipulate the cold. They cast spells with the Cold descriptor at a +1 Caster Level.
 * Water Connection (Su): Whenever they are touching a body of water (a puddle, lake, river, etc), the Ortal-jit gains a +1 bonus to attacks. However, whenever they are in the air (without touching the ground), they take a -1 penalty to AC.
 * Racial Hit Dice: An Ortal-makphajit begins with 3 levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses depending on the most dominant sect; the good save is +3 and the poor saves are +1.
 * Racial Skills: An Ortal-makphajit’s elemental levels give her skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Ortal class skills are Balance (Dex), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str). Escape Artist (Dex), Heal (Wis) and Swim are always treated as class skills.
 * Proficient with all simple weapons.
 * Automatic Languages: Common, Maksek, Auran, Aquan.
 * Bonus Languages: Ignan and Terran.
 * Favored Class: Cleric or Ranger
 * Level Adjustment: +0
 * Effective Character Level: 3