Other Races







You’re a saurian, a cold-blooded reptilian humanoid hailing from the warmest or wettest parts of your world. Your people are generally covered in fine scales, possess long tails, and have broad lizard-like heads with wide-set eyes and mouths, but your appearance can vary widely. Poisonous saurians are often decorated with brightly contrasting bands of color, while others have rainbow-colored scales, bony crests, rotating eyes, long sticky tongues, or even membranous wings!
Saurians are born in clutches of eggs and hatch alone, their sires having moved on well before. This hard beginning bred in you a deep independence and a knack for innovation. You believe adaptation is the best path to survival and so you’re quick to pick up new skills, technologies and other ways to overcome the odds. Though your clutch-mates are your only “family,” you get along well with members of all species. Accepting longtime companions as extensions of your clutch is the highest honor you bestow.
Common Personality Traits: Clever, independent, misunderstood, pragmatic, self-reliant.
Common Physical Traits: Sleek body, hissing lisp, large protruding eyes, cool skin, clawed hands.
Example Names: Ssathryn, Tlaxec, Naryss, Xysstos, Morthyss.
Splinter Race Feats: Draconic Heritage (draconian), Jungle Clutch (chameleon), Swamp Clutch (frogman). Unless you choose one of these, you’re ‘lizard-folk.’

Abilities: +1 Dexterity
Height: 5’8-6’2.
Weight: 120-220 lbs.
Defense Bonuses: +1 Reflex Defense.
Speed: Ground speed 6 yards.

Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage—such as from the environment—you are sickened until you escape the source of the damage.
Natural Attack: You gain the Bite 2 and Tail Slap 2 natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of 5 (e.g. Bite 4, Bite 3, and Bite 1 become Bite 5).


You’re a Seon, a being constructed from rune magic itself and given life and intellect by the Gate Builders hundreds of years ago. At the center of your tiny light lies the rune that gives you life, etched and sculpted from purest materials. Because of your makeup, you’re unique and bizarre enough to forever dwell outside “polite” society.
Common Personality Traits: Curious, lonely, loyal, pensive.
Common Physical Traits: Glowing, hollow or tinny voice.

Abilities: -2 Charisma.
Reach: 0.
Height: 1.
Weight: 1 lbs.
Type: Construct.
Speed: Flight speed 10 (no higher than 10 yards above ground).

Banned Actions: Climb.
Body Lantern: It is nearly impossible to completely extinguish your light, and you take a -5 penalty on Stealth checks in lighted conditions. This penalty increases to -10 in dark conditions.
Burden of Ages: Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the younger species. Any effect that cures or restores your Condition Track has only 1/2 the normal effect (round up).
Communications: You may act as a means of communication between yourself and another Seon. Your body transfigures into a projection of whatever lies on the other side of the communication and your voice is taken over by the voice of the target on the other end.
Extra Languages: You gain 2 additional languages at 1st level.
Fire Lance: Once per round as a full action you may eject fire in a 20-ft. line, inflicting 2d6+CON fire damage. Make a single ranged attack against all characters and objects in the path.
Mimic: Seons are gifted voice mimics. They receive a +10 racial bonus to Prestidigitation checks to imitate a voice or sounds.
No Proficiencies: You possess no arms and therefore you are unable to gain proficiencies.
Unnatural Elegance: You are made of living crystal and light. The Disposition of non-Seons decreases by -5.


Standing roughly 7-8 feet tall and weighing in at a hefty 400 pounds, a yeti (singular and plural) is hard to miss. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he is not carrying a weapon. A great mane of hair flares from his head. Yeti hair has no inherent colour of its own, but takes on the colour of its surroundings similar to quartz. Yeti males are slightly larger than the females and have two over-sized tusks jutting from their lower jaw; the females do not bear tusks but share the males’ powerful builds.
A yeti approaches life with amazing intensity. When he embraces a new idea or belief, he becomes a zealot. He professes the tenets of his beliefs with word, deed, and weapon. Though built for battle, a yeti also loves to talk and share ideas. Despite his fervor and martial nature, not every discussion leads to a fight, and a yeti usually won’t fight a weaker creature unless he is left with no choice.
Yeti are proud, fierce, honorable warriors. While the young have a lust for battle, older wiser yeti can develop an eagerness to make peace, leading many to become diplomats of one sort or another. They make stalwart companions and bond easily with loyal peers.
A yeti’s senses are comparable to a human’s.
Yetis speak a guttural language punctuated by deep growls. They have the capability to speak other humanoid languages.
Common Physical Traits:

Abilities: +2 Strength, +1 Constitution, -1 Dexterity.
Reach: 2.
Height: 7’3-8’0.
Weight: 370-490 lbs.
Type: Giant.
Speed: 30 ft., Climb 20 ft.

Banned Armour: Yeti cannot wear standard armour. They may not take armour as a prize. A yeti must always spend additional funds on custom armour to have it made the appropriate size.
Banned Weapons: Yeti cannot effectively wield small or smaller weapons.
Acclimated: Yeti are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the DMG.
Mountain Movement: Yeti can make standing long jumps and high jumps as if they were running long jumps and high jumps.
Natural Camouflage (Ex): A yeti’s fur shimmers and changes color to match his surroundings. Even in an urban setting, this natural camouflage helps the yeti blend into the background. If the yeti doesn’t take more than a 5-foot step on his turn, he gains a +4 bonus on his Stealth checks. This bonus offsets the yeti’s -4 size penalty on Stealth checks.
Natural Weapons: A yeti has retractable claws that can be used in combat. Extending or retracting the claws is a swift action. A yeti can make one claw attack per round (or more if he has multiple attacks in a round). Each successful claw attack deals 1d6 points of lethal slashing damage plus the yeti’s Strength modifier. A yeti making a claw attack is considered armed and does not provoke attacks of opportunity.

Other Races

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