Race

Ability Adjustments
	Find your character's race on the Racial Ability Adjustments Table and apply the adjustment you see there to your character's ability, scores. If these changes raise your score above 18 or below 3, that's okay. Exception: Intelligence for characters does not go below 3. If your half‑orc character would have an adjusted Intelligence of 1 or 2, make it 3 instead.
	For example, Lidda a halfling, gets a +2 racial bonus on her Dexterity score and a ‑2 racial penalty to her strength. Knowing this, her player puts her best score rolled (15) in Dexterity and sees it increase to 17. She doesn't want a Strength penalty, so she puts an above average score (12) in Strength. It drops to 10, which carries neither a bonus nor a penalty.

Favored Class 
	Each race's favored class is also listed on the Racial Ability Adjustments Table. A character's favored class doesn't count against the character when determining XP penalties for multi-classing.
	For example, as a halfling rogue, Lidda can add a second class later on (becoming a multi-class character) without worrying about an XP penalty.

Racial Ability Adjustments Table
Race	Ability Adjustments	Favored Class
Human	None	Any
Dwarf	+2 Constitution, ‑2 Charisma	Fighter
Elf	+2 Dexterity, ‑2 Constitution	Wizard
Gnome	+2 Constitution, ‑2 Strength	Illusionist
Half‑elf	None	Any
Half‑orc	+2 Strength, ‑2 Intelligence, ‑2 Charisma	Barbarian
Halfling	+2 Dexterity, ‑2 Strength	Rogue

Age and Aging Effects
	Sexual	Intuitive	Trained	Studious	Middle			Maximum
Race	Maturity	Classes	Classes	Classes	Age1	Old2	Venerable3	Age
Human	12 years	15+1d4	15+1d6	15+2d6	35	53	70	+2d20
Dwarf	32 years	40+3d6	40+5d6	40+7d6	125	188	240	+2d100
Elf	75 years	110+4d6	110+6d6	110+10d6	175	263	350	+4d100
Gnome	35 years	40+4d6	40+6d6	40+9d6	100	150	200	+3d100
Half-elf	15 years	20+1d6	20+2d6	20+3d6	62	93	125	+3d20
Half-orc	10 years	14+1d4	14+1d6	14+2d6	30	45	60	+2d10
Halfling	15 years	20+2d4	20+3d6	20+4d6	50	75	100	+5d20
	Intuitive Classes: Barbarian, Psion, Rogue, and Sorcerer
	Trained Classes: Bard, Fighter, Paladin, Psychic Warrior, and Ranger
	Studious Classes: Cleric, Druid, Monk, and Wizard
	1 -1 to Str, Con, and Dex; +1 to Int, Wis, and Cha
	2 -2 to Str, Con, and Dex; +1 to Int, Wis, and Cha
	3 -3 to Str, Con, and Dex; +1 to Int, Wis, and Cha

Height and Weight by Race
		Base	Height	Base	Weight
Race	Gender	Height	Modifier	Weight	Modifier
Human	Male	4’10”	+2d10”	120 lbs.	x (2d4) lbs.
	Female	4’5”	+2d10”	85 lbs.	x (2d4) lbs.
Dwarf	Male	3’9”	+2d4”	130 lbs.	x (2d6) lbs.
	Female	3’7”	+2d4”	100 lbs.	x (2d6) lbs.
Elf	Male	4’5”	+2d6”	85 lbs.	x (1d6) lbs.
	Female	4’5”	+2d6”	80 lbs.	x (1d6) lbs.
Gnome	Male	3’	+2d4”	40 lbs.	x 1 lb.
	Female	2’10”	+2d4”	35 lbs.	x 1 lb.
Half-elf	Male	4’7”	+2d8”	100 lbs.	x (2d4) lbs.
	Female	4’5”	+2d8”	80 lbs.	x (2d4) lbs.
Half-orc	Male	4’10”	+2d10”	130 lbs.	x (2d4) lbs.
	Female	4’4”	+2d10”	90 lbs.	x (2d4) lbs.
Halfling	Male	2’8”	+2d4”	30 lbs.	x 1 lb.
	Female	2’6”	+2d4”	25 lbs.	x 1 lb.

	To generate a weight for a character multiply the height modifier by the weight modifier and add to the base weight figure.

Am, Humans
	Of all the races, the Am are the most varied.  They have numerous homelands, faiths, and ideologies, often in conflict with each other.  They are feared, hated, loved, and respected, but never ignored by their enemies.  They can master any field of endeavor and this versatility makes them a force to be reckoned with by any enemy.

•	Medium‑size: As Medium‑size creatures, humans have no special bonuses or penalties due to their size. 
•	Human base speed is 30 feet.
•	One extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. 
•	Four extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. 
•	All Am may share a telepathic communion with another being of Am blood called the Bond.
•	Favored Class: Any. When determining whether a multi-class human suffers an XP penalty, his highest‑level class does not count.

Am Physical Appearance
	Skin Tone	Hair	Eyes
< 2	Alabaster White	Platinum Blonde	Pale Blue
2	Pale Pink	Light Blonde	Light Blue
3	Pink	Medium Blonde	Medium Blue
4	Light peach	Dark Blonde	Dark Blue
5	Peach	Light Red	Pale Green
6	Dark Peach	Red	Light Green
7	Light Bronze	Dark Red	Emerald Green
8	Bronze	Auburn	Dark Green
9	Dark Bronze	Light Brunette	Hazel
10	Light Brown/Dusky red	Medium Brunette	Light Brown
11	Med. Brown/Dusky red	Dark Brunette	Medium Brown
12	Dark Brown/Dusky red	Black	Dark Brown
13+	Black	Blue/Black	Black/Brown

Bloodline	Skin Tone	Hair	Eyes
Axer 	d6 	d20-6	d20-6
Chosen of the Earth	d6 	1d8+4	1d8+4
Crystal Born	d8-1	d6	d8-1
Imperial	d8	2d6+1	2d6+1
Syndic	d4+6	d6+8	d10+4
Western Southmen	d6+8	d4+10	d8+6
Engida	d4+8	d4+9	d10+4

Am Special Bloodlines
The Crystal Born
	Crystal born are a truly rare breed of Am.  They are all, without exception, foundlings whose true birth and origin’s are unknown. They are normal Am in most cases, save that they are unusually handsome (+1 charisma) but are not as agile as other Am (-1 Dexterity).  Crystal born have a natural affinity for crystal magics and receive a +2 bonus to their caster levels when casting any spells with the Crystal descriptor. They may only have the classes of Fighter, Monk, Paladin, or Sorcerer as favored classes.

Dwarves
	An examination of the dwarves can be found in a discussion of their homelands, called the Hill Clans.  Dwarves are considered to be unmatched in masonry and engineering skills by any other race.  They are also famous for their metal crafting skills as well.  Though they are considered to be greedy and sour in personality, every opponent that has faced them on the field and survives comes away respecting or fearing their tenacity and prowess.

•	+2 Constitution, ‑2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
•	Medium‑size: As Medium size creatures, dwarves have no special bonuses or penalties due to their size.
•	Dwarven base speed is 20 feet.
•	Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
•	Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. 
•	+2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
•	+2 racial bonus on saving throws against spells and spell‑like effects. 
•	+1 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
•	+4 dodge bonus against giants. This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat‑footed, he loses his dodge bonus, too.
•	+2 racial bonus on Appraise checks that are related to rare or exotic items: Dwarves are familiar with valuable items of all kinds (especially those made of stone or metal).
•	+2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
•	Favored Class: Fighter. A multi-class dwarf's fighter class does not count when determining whether he suffers an XP penalty for multi-classing. Dwarven culture extols the virtues of the warrior and the vocation comes easily to dwarves.

Dwarven Physical Appearance
	Skin Tone	Hair	Eyes
1	Light Tan	Dark Grey	Dark Green
2	Medium Tan	Light Brown	Dark Green/Brown
3	Dark Tan	Medium Brown	Dark Brown
4	Light Brown	Dark Brown	Brown/Black
5	Earthy Brown	Brown/Black	Dark Brown/Black
6	Dark Brown	Black	Black

Dwarven Sub-races:
Mountain Dwarf
	There is no significant difference between the mountain and hill dwarves described above.  They have the same skin, hair, and eye tones.

Deep Dwarf
	The significant difference between the deep and hill dwarves described above lies in the attribute differences.  Deep dwarves are much more introverted and cautious. (+2 Constitution, -4 Charisma). They have the same skin, hair, and eye tones.

Elves
	An examination of the elves can be found in a discussion of the elven homelands, called the Demesnes.  Elves are considered by many to represent the height of artistic and cultural development, beauty, and grace.  Others consider them to be decadent.  No matter the opinions, their power, in magic and in warfare, is respected and often feared.

•	+2 Dexterity, ‑2 Constitution: Elves are graceful but frail. An elf's grace makes her naturally better at stealth and archery.
•	Medium‑size: As Medium‑size creatures, elves have no special bonuses or penalties due to their size.
•	Elven base speed is 30 feet.
•	Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.
•	Low‑light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
•	Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow. Elves esteem the arts of swordplay and archery so all elves are familiar with these weapons.
•	+2 racial bonus on Listen, Search, and Spot checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. An elf's senses are so keen that she practically has a sixth sense about hidden portals.
•	Favored Class: Wizard. A multi-class elf's wizard‑class does note count when determining whether she suffers an XP penalty for, multi-classing. Wizardry comes naturally to elves (they sometimes claim to have invented it), and fighter/wizards are especially common among them.

Elven Physical Appearance
	Skin Tone	Hair	Eyes
1	Alabaster white	Dark Brown/Black	Violet
2	Pale 	Deep Blue	Deep Blue
3	Pale Pink	Blue/Black	Pale Green
4	Pink	Light Black	Light Green
5	Light Peach	Black	Emerald Green
6	Peach	Dark Black	Deep Green

Elven Sub-races:
Grey Elves
	The significant difference between the grey and high elves described above are in the attributes and appearance.  Though they remain as frail as the high elves, they have emphasized intellectual development for generations and gain a bonus to intelligence rather than dexterity. (-2 Strength, +2 Dexterity, +2 Intelligence, -2 Constitution).

Grey Elven Physical Appearance
	Skin Tone	Hair	Eyes
1	Alabaster white	Golden Blonde	Gold
2	Pale Grey 	Dark Blonde	Gold/Green
3	Grey	Light Copper	Green
4	Light Bronze	Copper	Dark Green
5	Bronze	Dark Copper	
6	Dark Bronze	Black	

Wild Elves
	The significant difference between the wild and high elves described above are in the attributes and attitude.  Though they remain as frail as the high elves, they have emphasized strength development for generations and gain a bonus to both strength and dexterity. Their natural distrust of outsiders tends to make them reclusive (+2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma, -2 Intelligence).
	Unlike the others of their elven breed, these elves are quite barbaric.  Magic is not unknown, but the wilds of the lands these elves dwell in, and their danger, tend to breed barbaric peoples.  The favored class of wild elves is Barbarian. 

Wild Elven Physical Appearance
	Skin Tone	Hair	Eyes
1	Light Brown	Light Brown	Green
2	Brown	Brown	Deep Green
3	Dark Brown	Dark Brown	Emerald Green
4		Black	Hazel

Half-Elves
	An examination of Half-elves can be found in the sections dealing with the nations of the world, even though they do not have a homeland of their own. They are a complex breed that can take on traits of their own, of their elven progenitors, or of the humans that are in their ancestors.

•	Medium‑size: As Medium‑size creatures, half‑elves have no special bonuses or penalties due to their size. 
•	Half‑elven base speed is 30 feet.
•	Immunity to sleep spells and similar magical effects and a +2 racial saving throw bonus against Enchantment spells or effects.
•	Low‑light Vision: Half‑elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
•	+1 racial bonus on Listen, Search, and Spot checks: Half‑elves do not have the elf's ability to notice secret doors simply by passing near them. Half‑elves have keen senses, but not as keen as those of an elf.
•	All Half-elves may share a telepathic communion with another being of Am blood called the Bond.
•	Elven Blood: For all special abilities and effects, a half-elf is considered an elf. Half-elves, for example, can use elven weapons and magic items with racially specific elven powers as if they were elves.
•	Favored Class: Any. When determining whether a multi-class half‑elf suffers an XP penalty, her highest‑level class does not count.

Half-Elf Physical Appearance
	Skin Tone	Hair	Eyes
1	Alabaster White	Dark Blonde	Violet
2	Pale Pink	Red	Dark Blue
3	Pink	Dark Red	Pale Green
4	Light peach	Auburn	Emerald Green
5	Peach	Dark Brunette	Dark Green
6	Dark Peach	Dark Brown/Black	Hazel
7	Light Bronze	Black	Dark Brown
8	Bronze	Blue/Black	Black/Brown

Half-Gypsy 
	A half-gypsy, or giogoto,  is the offspring of a union between a Giorgio and a Gypsy.  This lone individual is usually abandoned to live among the Giorgio, never really accepted by the tasques and tribes.  A few may live among the gypsies, but if they do, they are indistinguishable from the gypsies themselves by any outsiders.
	As the half-gypsy grows older, the urge to wander and rebel against the staid Giorgio culture grows stronger and stronger.  They also show the darker features of their gypsy heritage and thus tend to be shunned by the Giorgio among which they live.  Like Half-elves, they are rarely treated the same as fully blooded Giorgio.  Unlike the half-elf, their gypsy heritage is rarely seen as a positive thing by anyone.  There are few people in the world that think of half-gypsies as having a positive reputation or traits derived from their ancestry.
	It is first and foremost important to note that half-gypsies are human, through and through.  They have the ability to bond with people, but rarely find anyone that is amenable to such a close relationship with them.  They are different from humans, however, as described below:

•	+2 Wisdom, -2 Charisma: Giogoto retain traces of their gypsy parent's powerful sixth sense, but as outcasts, they lack the Gypsy's fierce ethnic pride.
•	Medium-size: As Medium-size creatures, half-Gypsy have no special bonuses or penalties due to their size.
•	Half-Gypsy base speed is 30 feet.
•	+2 racial bonus on Wilderness Lore checks. A giogoto inherits her Gypsy parent's affinity for nature. Provided fuel and some means of igniting a spark, half-Gypsy can always light a fire as a standard action, even under adverse conditions (pouring rain, gusting winds, and so on). When wilderness survival depends on being able to start a fire, the half-Gypsy racial bonus to Wilderness Lore checks rises to +4.
•	Diluted Blood: For all special abilities and effects, half-Gypsies are considered human, though they do not gain the extra feat or skill points standard humans receive. Only pureblooded Gypsies can use special spells or magic items with racially specific Gypsy powers.
•	Moon Madness: A giogoto suffers from the lunatio during the full moon each month, her mind clouded by restlessness and anxiety. She cannot prepare spells or heal naturally during this period. On each of the three nights of the full moon, she must succeed at a Will save (DC 15) or run wild under the night sky.
•	Tribal Heritage: A giogoto character must select a tribe from the following list at the time of creation, reflecting the branch of her Gypsy ancestry. This tribe determines additional benefits and favored class.
	
	Canjar: +2 racial bonus on Spellcraft checks. This bonus rises to +4 when attempting to learn new spells. Favored Class: Wizard.
	Corvara: +2 racial bonus on Open Lock and Sense Motive checks. Favored Class: Rogue. 
	Equaar: +2 racial bonus on Handle Animal and Ride checks. Favored Class: Ranger.
	Kamii: +2 racial bonus on any metal-based Craft checks (e.g., blacksmithing) With a successful Appraise check, Kamii can identify metals and determine where any metal item originated. Favored Class: Rogue.
	Naiat: +2 racial bonus on Perform checks. Favored Class: Bard.
	Vatraska: +2 racial bonus on Heal and Profession (herbalism) checks. Favored Class: Cleric. 
	Zarovan: Racial bonus of (1d10-ld4) to initiative. Roll at the start of each encounter. Favored Class: Sorcerer.

Half-Orcs
	Half-orcs are a brutish and harsh breed with low foreheads, sloping brows, protruding lower jaws, and large eye teeth that are almost tusk-like.  They are often hated and abused, no matter where they are, and their innate rage often combines with this to make them react strongly to this treatment.  Many are criminal, or must live in the shadows of society and the law, which only intensifies their poor treatment.

•	+2 Strength, ‑2 Intelligence, ‑2 Charisma: Half‑arcs are strong, but their orc lineage makes them as dull and crude.
•	Medium‑size: As Medium‑size creatures, half-orcs have no special bonuses or penalties due to their size.
•	Half‑orc base speed is 30 feet.
•	Darkvision: Half‑orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight and half orcs can function just fine with no light at all.
•	Orc Blood: For all special abilities and effects, a half‑orc is considered an orc. Half‑orcs, for example, can use special orc weapons or magic item with racially specific orc powers as if they were orcs.
•	All Am may share a telepathic communion with another being of Am blood called the Bond.
•	Favored Class: Barbarian. A multi-class half‑orcs barbarian class does not count when determining whether he suffers an XP penalty. Ferocity runs in a half‑orcs veins.

Half-Orc Physical Appearance
	Skin Tone	Hair	Eyes
1	Pale Grey	Dark Blonde 	Dark Blue
2	Light Grey	Dark Red	Dark Green
3	Grey	Dark Brown	Dark Brown
4	Dark Grey	Black	Black

Calibans
	A caliban is not the brood of a person with orcish blood, but rather a human infant that is born deformed and ugly by exposure to dark magics or foul curses.  Communities that hide hags or where there is witchcraft present can spontaneously generate a caliban.
	The caliban is a twisted mockery of the human form.  No two are the same, but all bear some sort of deformity.  This can be everything from a twisted backs or limbs, assymetrical features, bristly skin, or tusk-like teeth.  They are widely considered to be brutish monsters despite the fact they have similar capacities to their human progenitors. (+2 Strength, ‑2 Intelligence, ‑2 Charisma)

Halflings (Lightfoot)
	An examination on the nature and psyche of the halfling can be found in the discussion of the Halfling homelands called the Shires.  Halflings are viewed by most of the other races as inoffensive and curious.  They are considered to be no threat to the nations that neighbor on their lands.

•	+2 Dexterity, ‑2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids. 
•	Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but, they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium‑size characters. 
•	Halfling base speed is 20 feet.
•	+2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
•	+1 racial bonus on all saving throws: Halflings are surprisingly capable at avoiding mishaps.
•	+2 morale bonus on saving throws against fear. (This bonus stacks with the halfling's +1 bonus on saving throws in general.)
•	+1 racial attack bonus with a thrown weapon: Throwing stones is a universal sport among halflings, and they develop especially good aim.
•	+2 racial bonus on Listen checks: Halflings have keen ears.
•	Favored Class: Rogue. A multi-class halfling's rogue class does not count when determining whether she suffers an XP penalty for multi-classing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.

Halfling Physical Appearance
	Skin Tone	Hair	Eyes
1	Pale Pink	Light Brown	Emerald Green
2	Peach	Medium Brown	Dark Green
3	Light Brown	Dark Brown	Dark Hazel
4	Earthy Brown	Brown/Black	Dark Brown

Halfling Sub-races:
Tallfellow Halfling
	The significant difference between the tallfellow and standard halflings (Lightfoot) described above are in the attributes and height.  Though they remain the same weight as a standard halfling, they are generally four inches taller on average.  A male starts at 3 foot, and a female at 2 foot 10 inches tall.  (-2 Strength, +2 Dexterity). Instead of the usual skill bonuses of a lightfoot, the Tallfellow has a +2 racial bonus to the skills listen, search, and spot.

Stout Halfling
	The significant difference between the stout and standard halflings (Lightfoot) described above are in the attributes and height.  Though they remain the same weight as a standard halfling, they are generally two inches taller on average.  A male starts at 2 foot 6 inches, and a female at 2 foot 4 inches tall.  (-2 Strength, +1 Dexterity). In addition to the standard abilities, the Stout also has Darkvision to 30 feet.

Native Outsiders and Other Races:

Aasimar
	Aasimar are those rare and powerful figures that represent a cross between the Am and the Celestials of the sun.  Charismatic and powerful, these beings are often the focus of attention wherever they go.  They embrace the power of their blood and serve the cause of Ama.
	This race is usually marked in some way as different from the human ancestry that engendered them.  They often have a brilliant or odd skin, hair or eye color.  They may have an intense stare, odd birthmark, or statuesque beauty.  No matter the exact nature of it, the Aasimar are never mistaken for ordinary Am.  Every Am can easily sense that they are something more, they are plane touched.
	Aasimar are most often found in areas controlled by the High Faith of Xune.

•	+2 Wisdom, +2 Charisma:  Aasimar are blessed with insight and personal magnetism.
•	Medium-size.
•	Aasimar have a base speed of 30.
•	Acid, Cold, and Electrical resistance: 5
•	Light:  Aasimar can cast the light spell as a sorcerer of their level once per day.
•	+2 Racial bonus on spot and listen checks
•	Darkvision up to 60 feet.
•	Outsider:  Aasimar are native outsiders
•	Favored Class: paladin
•	Level adjustment +1.  A 1st level Aasimar is the equal of a 2nd level character.

Genasi
	Like the Aasimar, the Genasi represent a link between Humans and an outsider species.  In this particular case, however, they are the link between elemental entities and humans.  They are relatives of the genie-kind, offspring of half-elementals, and descendants of other elemental beings. 
	Each of the Genasi claims a heritage with one of the elemental forms: air, earth, fire, and water.  Each bears some physical trait that marks them as distinctive.  An air genasi might have hair that is constantly tossed by an unseen wind.  An earth genasi might have skin that has the appearance of marble.  A fire genasi may have brilliant red skin.  A water genasi may have webbed hands and feet.  These marks are always obvious to those that see them, and a Genasi cannot pass for a normal Am.
	Genasi are almost always found in the Syndic states or Engida.

Air Genasi
•	+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma:  Air genasi are quick of hand and sharp of wit, but easily distracted and arrogant.
•	Medium size.
•	Air genasi base speed is 30 feet.
•	Darkvision up to 60 feet.
•	Levitate:  Air genasi can use the levitate spell once per day as a sorcerer of 5th level.
•	Clerical Focus: An air genasi cleric must choose a deity that grants access to the Air domain and select that domain as one of the two chosen.
•	+1 Racial bonus on saving throws against all air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
•	Breathless:  Air genasi do not need to breathe so they are immune to drowning, suffocation, and attacks that require inhalation.
•	Racial Feats: Air genasi have access to the Improved Levitation and Elemental  Bloodline racial feats.
•	Outsider:  All genasi are native outsiders.
•	Favored class: Fighter.
•	Level adjustment +1.  A 1st level Genasi is the equal of a 2nd level character.

Earth Genasi
•	+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma:  Earth genasi are strong and tough but somewhat obvious and stubborn.
•	Medium size.
•	Earth genasi base speed is 30 feet.
•	Darkvision up to 60 feet.
•	Pass without Trace:  Earth genasi can use the pass without trace spell once per day as a druid of 5th level.
•	Clerical Focus: An earth genasi cleric must choose a deity that grants access to the earth domain and select that domain as one of the two chosen.
•	+1 Racial bonus on saving throws against all earth spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
•	Racial Feats: Earth Genasi have access to the Stone Colossus, Stone Slide, and Elemental Bloodline racial feats.
•	Outsider:  All genasi are native outsiders.
•	Favored class: Fighter.
•	Level adjustment +1.  A 1st level Genasi is the equal of a 2nd level character.

Fire Genasi
•	+2 Intelligence, -2 Charisma:  Fire genasi have bright minds but are impatient and quick to anger.
•	Medium size.
•	Fire genasi base speed is 30 feet.
•	Darkvision up to 60 feet.
•	Control Flame:  Fire genasi can cause a non-magical flame within ten feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use this ability as 5th level sorcerers.
•	Clerical Focus: A Fire genasi cleric must choose a deity that grants access to the fire domain and select that domain as one of the two chosen.
•	+1 Racial bonus on saving throws against all fire spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
•	Fire Genasi have acces to the Healing Flames and Elemental Bloodline racial feats.
•	Outsider:  All genasi are native outsiders.
•	Favored class: Fighter.
•	Level adjustment +1.  A 1st level Genasi is the equal of a 2nd level character.

Water Genasi
•	+2 Constitution, -2 Charisma:  Water genasi have high endurance but are cold and emotionally distant.
•	Medium size.
•	Water genasi base speed is 30 feet.  They swim at a speed of 30 feet.
•	Darkvision up to 60 feet.
•	Create Water:  Water genasi can create water once per day as a druid of 5th level.
•	Clerical Focus: A water genasi cleric must choose a deity that grants access to the water domain and select that domain as one of the two chosen.
•	+1 Racial bonus on saving throws against all water spells and effects. This bonus increases by +1 for every five class levels the genasi attains.
•	All water genasi breath water as an extraordinary ability. 
•	Water Genasi have access to the Rapid Swimming, Elemental Bloodline, and Breathing Link racial feats.
•	Outsider:  All genasi are native outsiders.
•	Favored class: Fighter.
•	Level adjustment +1.  A 1st level Genasi is the equal of a 2nd level character.

The Gypsies
	These wandering peoples somehow seem to be both separate from and inter twined with everything that goes on at the boundary between the light and dark powers. They are secretive and insular, keeping themselves isolated from the giorgio, yet provide services and entertainment to those same giorgio when the price is right. The mystery that surrounds them, and their notorious power to curse those who wrong them, cause them to be feared and hated by many, yet their independent spirit and ability to travel the night time wilderness without fear lead them to be respected and even admired by many others. They are a people composed of contradictions, and it is unlikely that anyone not of their blood will ever fully understand them.

Appearance
	The appearance of the gypsies can be as varied as those of any other people, but certain characteristics are prevalent among them. Their complexions are naturally dark and are often made darker by exposure to the sun. Their hair is almost always dark and is usually deep black. Their eyes are usually dark as well, with brown being the most common shade, though hazel and green eyes are not infrequent.

Lifestyle
	The Gypsies are a people without a home. They gather together in caravans, the members of which are all part of a single extended family. These caravans wander the world, their belongings carried by pack animals or loaded into covered wagons known as vardos. The master of the caravan is called the captain, an adult male gypsy who decides when the caravan makes camp, how long it stays, and where it travels to next. He also delegates responsibility to the other members of the caravan and has the final word in all matters of trade and commerce. Even the captain, however, is subservient to the Raunie, the matriarch of the caravan. The Raunie is often the oldest female gypsy in the caravan, though this is not always the case. The Raunie passes judgment and gives sentence when crimes are committed within a caravan, and her voice is listened to and respected in all matters. The Raunie is always a seer of some ability and is usually quite adept.
	The Gypsies do not tend fields and so have learned to take what food they can from the land itself. They are able to identify plants and animals with remarkable facility and have little trouble locating sources of drinking water. They are not able hunters, preferring to herd cattle and fish to provide meat. They barter and purchase whatever else they need from villages and are not averse to stealing or rustling when times are lean.
	The Gypsies keep to themselves unless they have something to gain by associating with outsiders. They refer to non-gypsies as giorgio, a word that means roughly "one who is not of the blood." Its usage varies from harshly insulting to mildly patronizing to merely factual. The Gypsies as a whole do not hate or dislike giorgio, but they rarely accord them much respect. They simply feel that the giorgio have little to offer besides their coin. To be a giorgio is to be ignorant of the world's mysteries, fearful of the unknown, limited in experience, and dependent on others for survival. To be a gypsy, in their view, is to be none of those things. That the giorgio often fear and hate them is testament to their unenlightened natures. Not every gypsy is capable of being so dispassionate in the face of prejudice, but most Gypsies recognize that Gypsies are Gypsies and giorgio are giorgio, and the two are and always shall be separate. The way things are is the way things are.
	In the meantime, the Gypsies have no compunctions about cheating, lying, or stealing in their dealings with the giorgio, if they feel such double dealings are warranted. Gypsies laws apply to the Gypsies, and giorgio laws apply to the giorgio. This doesn't mean they won't seek justice for a wrong done to them; it just means they won't be surprised when the wrongdoing occurs.
	Although those who have crossed them might think otherwise, the Gypsies are not an evil people. Nor are they a good people. They simply are, in the same way the woods they travel through simply are. The Gypsies see themselves as a part of nature in a way that giorgio do not; in fact, another meaning of the word giorgio is "unnatural." The Gypsies and the giorgio may often be at odds, but this does not make one evil or the other good.

Language
	The Gypsies language is called the Patterna. It is an unusual language, a hodgepodge of various humanoid languages and dialects that conveys meanings less with the words spoken than with the intonation and context of the speech. It has a flowing, rhythmic quality when spoken correctly, something for which few giorgio have the knack. The Gypsies "script" consists of symbols known as tralak. Tralaks are carved into trees or scrawled on stones to convey important information to other passing caravans. All tralaks are descriptive, with each one meant to convey a certain quality about the area in which it was written. One tralak is used to warn Gypsies of unfriendly giorgio in the area, for instance, while another is used to mark a source of fresh water. The Gypsies have little other use for writing, and on the rare occasion when they must write something particularly long or meaningful, they appropriate the script of a giorgio language.

Gypsies Powers and Weaknesses 
	The Gypsies are an inherently magical people.
	Where this magic springs from is unknown, though the Gypsies have their own tales on the subject. Their magic certainly does not spring from a divine source, as the Gypsies pay homage to no gods. Nor does it resemble arcane spellcasting, as the Gypsies have no need for components or spellbooks. The magic of the Gypsies seems to be a natural part of their being, even more so for them than for sorcerers. A sorcerer must cast spells, while a gypsy simply acts, and lets the magic take its own course. 
	It is not known if the Gypsies can bond.  The gypsies themselves are not telling.  There is no recorded instance of a gypsy bonding with any Giorgio, and the act of bonding between two gypsies has never been witnessed by an outsider.

Racial Traits
	Although the Gypsies are humans, they are a very different breed of human. Full-blood Gypsies have all the racial traits of humans, with the following exceptions. Gypsies receive a +4 bonus to their Wisdom score and a +2 bonus to their Charisma score. They do not receive any ability score penalties. They do not receive an extra feat at first level, instead receiving the various powers described below.

Curses
	Gypsies curses are legendary. Everyone fears the Gypsies for their power to curse their foes, and no one crosses them lightly. Gypsies curses are especially effective; all full-blood Gypsies receive the Voice of Wrath feat for free.
	The Gypsies favor certain types of curses over others. The most common Gypsies curse is a "Scar," an embarrassing or frustrating curse that serves as a constant reminder of the folly of injuring the Gypsies. Scars are tailored to the individual. For example, a man who prides himself on his wit, and uses it against a gypsy, might find his tongue swelling any time he attempts to be humorous.
	Other common Gypsies curses include the Poisoned Carrot, a curse that compels the target to pursue something and at the same time renders the goal impossible to enjoy, and the Doombringer, which causes misfortune to follow the victim everywhere. The most feared Gypsies curse is the mishamel, which literally causes the target to melt! The mishamel is reserved for the most heinous crimes. It is a lethal curse that at first causes only perspiration for four days. The sweating is mild on the first day but quickly worsens and becomes profuse and repugnant by the fourth. After the fourth day, the victim can no longer recover hit points naturally and must make a Fortitude save (DC 20) each day or suffer 1 point each of permanent Strength, Dexterity, and Constitution damage. When the victim's Constitution finally reaches 0, she melts into a puddle of water and cannot be restored to life by any means.
	The Gypsies can render their curses even more effective if they possess a focus item. A focus item is an item belonging to the target, such as an article of clothing; a part of the target's body, such as hair or nail clippings; an item the target has handled within the last day; or an effigy or representation of the target. A focus item gives the Gypsies a bonus to their curse check. The size of the bonus depends on the quality of the item. A piece of the target's body is worth +4 to the check, while an item belonging to the target is worth +3. An item handled by the target is worth +2, while an effigy is worth only +1.
	The Gypsies can withdraw their curses at will but almost never choose to do so. However, they almost always include an escape clause within the curse, as it renders the curse more effective. Besides, they believe few giorgio are clever enough to make use of escape clauses anyway.

The Evil Eye
	A form of curse unique to the Gypsies is the evil eye. Any gypsy can invoke this extraordinary power against an enemy, but females are more adept at this power. A gypsy can use this power up to three times a day.
	Evil Eye (Ex): The evil eye is treated as a gaze attack, save that the gypsy must take a standard action to employ it, and those merely looking at the gypsy are unaffected. The evil eye has one of the following effects, chosen by the gypsy. All saves against these effects are against a DC of 10 + 1/2 the gypsy's Hit Dice + the gypsy's Charisma modifier if the gypsy is a male, or 12 + 1/2 the gypsy's Hit Dice + the gypsy's Charisma modifier if the gypsy is a female.
	Paralysis: The target must make a Will save. Those who fail are paralyzed for 1d4+1 rounds. Targets who fail their save by more than 4 are paralyzed for two rounds then go into convulsions that last for three rounds. These convulsions cause 1d8 points of damage each round. After the convulsions stop, the target must make a Fortitude save (DC 15). Success means the target falls unconscious, though this state more closely resembles sleep; the target can be awakened easily. Failure means the target dies immediately.
	Fear: The target must make a Will save. Failure means the target is treated as though under the effects of a fear spell. The effect lasts for 1d4+1 rounds.
	Domination: The target must make a Will save. Failure means the target is treated as though under the effects of a dominate person spell. The effect lasts for 1d4+1 rounds.
	Suggestion: The target must make a Will save. Failure means that the target is treated as though under the effects of a suggestion spell. The effect lasts one day, or until the suggested task is completed.

The Sight
	Only slightly less fabled than the evil eye is the Gypsies power to see into the past and future. Only female Gypsies possess this power; Gypsy legends hold that men who seek to tell fortunes invite destruction to themselves and their entire caravan. The method used by a Gypsy seer to tell fortunes is entirely up to the individual. Some Gypsies prefer to use crystal balls, while others prefer astrology. The most well-known method of fortune-telling is the tarokka deck, a deck of cards, each bearing a different archetypal image. Each card has a different meaning to the Gypsies, and the order and context in which each card is drawn affects that meaning. Tarokka reading is an art form, and the fortunes told by the tarokka can be quite complex and detailed.
	In the end, though, the method used by the seer is only a focus. The true power of fortunetelling lies within the individual, and the accuracy of the fortune depends solely on the skill of the seer. There is one limitation of note on the power of the Gypsy’s Sight. The Gypsies as a whole are unable to see their own past and future with any clarity. They can see themselves in the past or future indirectly, while telling fortunes for others, but these moments will be vague and indistinct. Great though their powers are, even the Gypsies are unable to know their own destiny.
	The Gypsies do not like to discuss these matters, but male Gypsies with the power of the Sight are born every so often. They are always put to death immediately. A prescient male is known as a Dukkar, and they are believed to be creatures of great evil. The Gypsies have several tales of Dukkars who managed to survive to adulthood, and none of them are pleasant.

Tracking Magic
	While the Gypsies are often skilled at mundane forms of tracking, more impressive is the Gypsies power to mystically track individuals across great distances. Common foci for this power are divining rods and lodestones. The ability appears to be infallible no matter the distance to target. If the Gypsies want to find you, they will. Magical protection against detection or location can block this power, but the Gypsies are clever enough to use indirect methods if necessary, such as tracking down the target's friends or allies.

Static Burn
	The Gypsies are compelled to stay mobile. This is not a mere psychological compulsion, but is an actual physical affliction. Gypsies who stay within a mile of any point for longer than a week begin to fall ill. The illness, resembling a flu or fever, is not life threatening or seriously debilitating, but it is only a symptom of the true problem. After 1d6+1 days of illness, the Gypsies loses all of her magical powers, and they can never be regained. These Gypsies are known as mortu, a word whose closest translation is "living dead." To the Gypsies, the mortu are no longer Gypsies, but are instead akin to giorgio. Mortu are despondent and restless at best, mentally unbalanced at worst.

Tasques and Tribes
	The Gypsies can be divided into three groups, each sharing similar cultures, attitudes, and ways of life. The Gypsies call these groups tasques. The three tasques are the Kaldresh, the Boem, and the Manusa. Each tasque is further divided into tribes. The exact number of Gypsies tribes is not known for certain, but research has uncovered seven: three in the Kaldresh tasque and two each in the Boem and Manusa tasques. Information on each tasque and tribe is given below.

Kaldresh
	The Gypsies of the Kaldresh tasque are generally the most practical of the Gypsies, concerning themselves more with crafts and trade than entertainment or mysticism. Kaldreshites tend to be physically fit and well suited for long travel and hard labor. They are pragmatic and somber in both dress and demeanor, eschewing unnecessary ostentation.
	The Kaldresh are polite to giorgio and put up with insults and harassment that Gypsies of other tasques would not likely suffer. This is merely an extension of their practicality, as they recognize the importance and necessity of giorgio coin. This is not to say that they are friendly with giorgio; they suffer their company but almost never accept them as friends.
	Powers: The Kaldresh are the tasque least concerned with mystical matters, but they are not without powers of their own. They are apparently extremely long lived, and indeed, the Kaldresh believe that they are removed from time altogether. They do not appear to mean this metaphorically, and their powers of fortune-telling would seem to support their beliefs. A Kaldreshite seer is able to see events far in the past or in the future as if they were occurring now, and to the Kaldresh that may indeed seem to be the case.
	The Kaldresh also have an unusual talent for locating conflict. Wherever blood is about to be spilled in war, it seems as though the Kaldresh have already arrived, ready to sell weapons or provide healing to the soldiers.
	Crafts: The Kaldresh survive by crafting goods and performing services for the giorgio. Each tribe of the Kaldresh specializes in a different craft. Many of their crafts go to supply armies on the march. In many ways, the Kaldresh remove the necessity for supply wagons, as they always seem to have what an army might need and seem to be there to provide it. This is certainly a profitable skill for the Kaldresh, but it gives them an unfortunate reputation as feasters on human misery. Giorgio who know of the Kaldresh often call them "carrion crows." Some even claim that they cause conflicts just so they can have the opportunity to profit from them. The Kaldresh ignore these insults, knowing that the giorgio need no encouragement to fight amongst themselves.
	When no wars are being fought, the Kaldresh set up camps on the edge of villages. They sell their goods at prices just low enough to undercut the local merchants, earning them no small amount of enmity. After a few days, they pack up and move on to the next town.
	Tribes: There are three known tribes within the Kaldresh tasque: the Kamii, the Equaar, and the Vatraska.
	The Kamii are excellent metalworkers, rivaling dwarves in their skills. They craft and sell weapons, armor, metal jewelry, tools ... virtually anything made of metal can be found and purchased at a Kamii camp. They do not create magical items and therefore rarely have them for sale, but they do craft and sell masterwork weapons.
	The Kamii also sell "cursed" weapons to those who insult or displease them. These weapons appear to be normal, even high-quality weapons, but they are subtly and skillfully flawed. "Cursed" weapons suffer a -1 enhancement penalty to attack and damage rolls. The weapons are not magically cursed and may be dropped or discarded at any time, but the flaws are so skillfully concealed that an Appraise check (DC 20) is required to notice anything wrong with them.
	The Equaar are expert animal breeders, handlers, and trainers. When traveling they resemble nothing so much as shepherds working to make sure their disparate flocks and packs of animals do not wander off. Virtually any kind of animal can be bought at an Equaar camp, including animals that have already been trained. Trained animals sold by the Equaar include riding animals such as horses and ponies, pack animals such as donkeys and mules, and hunting animals such as dogs and falcons. Equaar horses are particularly prized and sell for at least twice as much as standard horses. They are worth the cost, however, as each is fully trained to obey a variety of commands. Equaar horses bond with their owners quickly and accept no other riders.
	All of the Equaar have natural skills with animals and can be considered to have the Animal Empathy and Handle Animal skills at high levels. Many of the Equaar also possess the Track feat, enabling them to find wayward animals. They have been known to sell their services as trackers as well.
	The Vatraska are healers and herbalists. They are a small tribe, and their caravans are difficult to find. Even when found, they may be mistaken for the Kamii, for they supplement their healing arts with blacksmithing and tinkering, though they do not approach the skill of the Kamii.
	All Vatraska are trained from a young age in the healing arts and therefore possess the Alchemy and Heal skills to some degree. The Vatraska specialize in brewing healing potions, but virtually any variety of potion can be found at their camps. They are also excellent makers of poisons and sell them with no questions asked. Their dual nature as healers and sellers of poisons may seem like a contradiction, but the Vatraska act out of neither altruism nor malevolence. They simply do what they must to survive.

Boemians
	Unlike the Kaldresh, the Boemians strive for ostentation. They lack the Kaldreshite talents for crafts, so they turn to services instead, and the service they specialize in is entertainment. The Boem flair for entertainment pervades their lives. Boem caravans are constantly accompanied by music. The people sing as they go about their daily business. Their vardos are heavily decorated and their clothing brightly colored. Even giorgio who fear and hate the Gypsies cannot help but be entranced by the sounds and sights of a passing Boem caravan.
	The Boemians are a passionate people, and their moods shift abruptly. In public, out among the giorgio, the Boemians are charming, lively, and romantic. They are open and friendly but cultivate just enough mystery to leave the giorgio curious and eager. In private, amongst only themselves, the Boemians are dark, angry, and brooding. They lament having to play the clowns for foolish townspeople who despise them. They bitterly deride giorgio for their settled lifestyle, yet they are equally jealous that they have no home to call their own. Boem camps are quiet and tense with a palpable feeling of anger in the air. They do not sing at night as they do in the day, instead telling tales of tragedy and horror. The Boemians are a tormented people, yet every morning they find the resolve to go forth and make merry once more.
	Powers: The Boemians do not take a very mystical view of themselves or the world. They do not see themselves as removed from time as the Kaldresh do, and indeed their life spans appear to be much shorter than those of the Kaldresh. For them, time marches on inexorably and immovably, and no creature is capable of escaping it. This does not mean the Boemians lack the Kaldreshite skill at fortunetelling, however. Indeed, if the past and future are fixed and certain, as the Boem believe, all one has to do is map their course. Boemian seers are often able to see specific moments in the past or future with total clarity, but what lies between then and now may be a mystery. How well a seer guesses what lies between then and now is the true measure of her skill.
	The Boemians seem to radiate a calming influence on others. Having negative feelings in the presence of a Boemian is a difficult thing to do. Anyone in the presence of a Boemian must make a Will save (DC 15) each round to maintain a negative feeling such as anger, suspicion, or hatred. Those who fail find those feelings suddenly dissipate, scattered by the Boemians natural likability. In game terms, those who fail the save ignore the Boemian's outcast nature, reacting to the Boemian as they would to their fellow townspeople. This effect is similar to the charm person spell, and any being immune to that spell is unaffected. Individuals with a specific reason to hate or dislike the Boemian, or Boemians as a whole, get a +4 bonus to their save and need save only once to be immune to the effect for the rest of the encounter.
	Crafts: The Boemians are, above all, performers. Virtually anything that might serve to entertain can be found at a Boem camp. Indeed, a Boem camp resembles a carnival more than it does a caravan. Musical performances, plays, acts of prestidigitation, fortune-telling, and more can all be seen for a small price. The Boemians supplement these performances by selling a variety of trinkets and potions. They lack the skill of the Kaldresh in crafting such items, but they would never tell a giorgio such a thing. Indeed, the Boemians are quite skilled at making a worthless object seem like a priceless treasure.
	The Boemians also offer other, more illicit services. Thievery, smuggling, and even kidnappings or assassinations can be contracted at Boem camps if one seeks them out. The Boemians do not advertise such services, but they have an uncanny knack for sniffing out and pulling aside interested buyers.
	Tribes: The Boem tasque consists of two known tribes, the Naiat and the Corvara.
	The Naiat, like the Equaar, are well known for their animal handling skills, but where the Equaar raise animals for sale the Naiat train animals to serve as entertainment. Bear wrestling is a popular sport at Naiat camps, and audiences thrill to the tricks performed by Naiat trained dogs and horses. Additionally, most every Naiat camp contains at least one skilled illusionist who can craft amazing, if imaginary, vistas and experiences for giorgio customers.
	The Corvara are not particularly adept at any openly marketable skills. Even their showmanship is inferior to that of the Naiat, though they try to compensate for that by offering unsavory diversions such as gambling, drinking, narcotic dens, and cockfighting. They have also perfected the art of con artistry and seek to bilk giorgio out of every last coin they possibly can. Inevitably they start to grate on their hosts beyond the ability of natural Boem charm to repair, and thus they tend to relocate much more often than the average Gypsies tribe.

Manusa
	The Manusa are the most exotic and aloof of the three tasques. Their numbers are far fewer than those of the other tasques, with perhaps as few as one caravan representing each tribe. Unlike other Gypsy tasques, they do not market goods or services to the giorgio. Seeking out their company is a wasted effort, for they are never found unless they wish to be, and they usually wish to be alone. Even other Gypsies find the Manusa impossible to track down.
	When they are encountered, the Manusa are taciturn and distant. They rarely answer questions, and when they do their responses are cryptic. When they wish to speak, their words are direct and brief, with no time wasted on pleasantries. They care little for their appearance and are often disheveled and dirty as a result. They grow their hair long, and the men do not trim their beards or mustaches. The men dress in simple wool robes and caps, while the women wear colorful dresses and scarves. The Manusa appear older on average than most Gypsies, and more burned and beaten by the weather. Their eyes are bright and piercing.
	Powers: The known powers of the Manusa are vast, and it is almost a certainty that they possess other powers that remain mysterious. The Manusa appear to be able to manipulate time as if it were plaything. While the Kaldresh stand removed from time, and the Boemians know it as an irresistible
force, the Manusa bend it to suit their whims. They can see through time as others might through a window, walk through it as others might through a doorway. They can even take others with them if they choose. Time is so malleable to them as to be almost meaningless.
	The nature of these powers is a mystery, and it may be best that it remains so. The Manusa do not appear inclined to use their great powers for personal gain; any others who managed to gain hold of their secrets would almost certainly lack their restraint. 
	Crafts: The Manusa do not have a craft in the way the Kaldresh and Boemians do. They do not interact with the giorgio with any frequency and seem able to provide for themselves in all respects. When the Manusa seek out a giorgio, it is almost certainly because they wish to request a service, not because they wish to provide one.
	Tribes: There are two tribes in the Manusa tasque: the Canjar and the Zarovan.
	All members of the Canjar tribe possess an innate talent for magic. Every adult has at least one level in the sorcerer class. In light of their other powers, the Canjar rarely seek to develop their sorcery to the fullest extent; 6th level seems to be the effective maximum they can achieve. Still, they are effective spellcasters and are believed to have many arcane spells known only to themselves.
	The Canjar are superb crafters of magic items, but such items are never available for sale. They might provide them as payment for services or as gifts to extraordinary individuals.
	Even other Gypsies fear the Zarovan, for to the Zarovan other Gypsies are as ignorant and helpless as the giorgio. The Zarovan bear their cousins no ill will, but the Zarovan have an unsettling degree of power over the other Gypsies tribes. The Gypsies believe that the Zarovan are the source of all Gypsy magic. All the special abilities that separate the Gypsies from the giorgio are said to flow from the Zarovan, and the Zarovan are thought to be able to cut or redirect that flow as they wish. Fearful of this power, the Gypsies honor and respect the Zarovan while at the same time trying to avoid their attention.

Half-Elemental
	Much rarer than half-celestials or fiends, half-elementals are the result of unions between elementals and mortal creatures or are created by some magical infusion of elemental power into a mortal at birth (usually through strange and often distasteful rites). Such creatures are normally left among their mortal kin, never again thought of by their otherworldly sires.
	Half-elementals always have some aspect of their elemental nature displayed in both their appearance and their temperament.
Half-air elementals often have their hair blown about in mysterious breezes and a breathy voice. Sometimes people describe them as flighty, for it's hard for them to concentrate too long on any one topic.
	Half-earth elementals have a rocky sheen to their flesh. They are often slow to act, but stubborn once committed.
	Half-fire elementals have a reddish tint to their hair, eyes, or skin. They are temperamental and quick to jump to conclusions. 
	Half-water elementals have a blue-green hue about them either in their hair or their skin. They are usually nurturing and giving, but terrible when angered.

Creating a Half-Elemental
	"Half-elemental" is a template that can be added to any corporeal creature with an intelligence score of 4 or more (referred to hereafter as the "base creature"). Because the half-elemental is still mostly flesh, it cannot be of the elemental type. Instead, the creature's type changes to "outsider." It uses all the base creature's statistics and special abilities except as noted here.
	AC: Natural armor improves by +1, except in the case of a half-earth elemental, for which natural armor improves by +3.
	Special Attacks: A half-elemental retains all the special attacks of the base creature. Half-elementals with an Intelligence or Wisdom score of 8 or higher possess spell-like abilities, using their level as the caster level, as specified in the table below. Each ability is usable once per day.

	Air
	Level	Ability	Level	Ability
	1-2	Obscuring mist	11-12	Chain lightning
	3-4	Wind wall	13-14	Control weather
	5-6	Gaseous form	15-16	Whirlwind
	7-8	Air walk	17-18	Elemental swarm* 
	9-10	Control winds	19+	Plane shift 
	*Cast as an air spell only.

	Earth
	Level Ability	Level Ability
	1-2	Magic stone	11-12	Stoneskin
	3-4	Soften earth and stone	15-16	Iron body
	5-6	Stone shape	13-14	Earthquake
	7-8	Spike stones	17-18	Elemental swarm 
	9-10	Wall of stone	19+	Plane shift 
		*Cast as an earth spell only.
	
	Fire
	Level Ability	Level Ability
	1-2	Burning hands	11-12	Fire seeds
	3-4	Produce flame	13-14	Firestorm
	5-6	Flaming sphere	15-16	Incendiary cloud
	7-8	Wall of fire	17-18	Elemental swarm* 
	9-10	Fire shield	19+	Plane shift 
		*Cast as a fire spell only.

	Water
	Level Ability	Level Ability
	1-2	Obscuring mist	11-12	Cone of cold
	3-4	Fog cloud	13-14	Acid fog
	5-6	Water breathing	15-16	Horrid wilting
	7-8	Control water	17-18	Elemental swarm* 
	9-10	Ice storm	19+	Plane shift 
		*Cast as a water spell only.
	
	Special Qualities: A half-elemental has all the special qualities of the base creature. Half-elementals are immune to disease and effects from their own elements (use cold for air) and gain a +4 racial bonus on Fortitude saves against poison.
	Saves: Same as the base creature.
	Abilities: Increase from the base creature as follows: 
	Air: 	Str +0, 	Dex +2, 	Con +2, 	Int +2, 	Wis +2, 	Cha +2. 
	Earth: 	Str +4, 	Dex -2, 	Con +4, 	Int +0, 	Wis +0, 	Cha +0. 
	Fire: 	Str +0, 	Dex +4,	Con +0, 	Int +2, 	Wis +0, 	Cha +2. 
	Water: 	Str +2, 	Dex +0,	Con +2, 	Int +2, 	Wis +2, 	Cha +2.
	Skills: A half-elemental has 8 skill points, plus its intelligence bonus, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally. Any racial bonuses that apply to the base creature apply to the half-elemental as well.
	Feats: Half-elementals have one feat for every four levels or the base creature's total of feats, whichever is greater. Climate/Terrain: Same as either the base creature or the elemental.
	Organization: Same as the base creature. 
	Challenge Rating: Same as the base creature +2. 
	Alignment: Same as the base creature. 
	Treasure: Same as the base creature. 
	Advancement: Same as the base creature.
	Half Elemental Characters: Half-elemental humanoids often have a character class. Half air elementals favor bards and rogues, half-earth elementals favor fighters, half-fire elementals favor wizards and sorcerers, and half-water elementals favor clerics and druids. Half-elemental clerics serve deities appropriate for their elements.

Kuresh
	Kureshim are intelligent and forward-thinking survivors. Kuresh individuals make their way across the land, often a step ahead of their enemies. Other races react to these wanderers with suspicion or curiosity. An individual kuresh might be a hidden crusader for the repressed, or a bitter enemy of civilization bent on revenge.
	Regardless, kureshim are ingenious and inventive.
	Personality: Kureshim prefer deep thoughts to rash action. They are notoriously creative. Trusting to their luck, they dare deeds others fear to emulate. Kureshim often seek relics of their vanished home (see below). As such, an individual kuresh is often proud to show off bits of strangely scribed pottery, small statutes, odd jewelry, and other bits they claim originated on their own world.
	Physical Description: Kureshim stand about 6 feet tall and usually weigh between 110 and 130 lbs.-by the standards of other races they are naturally exceptionally thin. Their skin is brownish, their hair red and straight. They have blue, gray, or even silvery eyes. Their most astonishing feature is a third eye set in the center of their forehead. Their ears are just slightly pointed on top.
	Kureshim usually wear their hair short, and the men often grow short and carefully groomed beards. They like to wear simple, comfortable, and practical clothes, though they are not shy about displaying items of wealth, such as jeweled belts or costly necklaces. A kuresh reaches adulthood in his middle teens and generally lives into the beginning of his second century. 
	Relations: Kureshim feel outcast, and as such are often a bit stiff in mixed racial company. Still, they attempt to fit into a community of humans, dwarves, elves, or gnomes by making themselves as inconspicuous as possible, but well-regarded when they are noticed.
	Alignment: Kureshim tend to be chaotic but not overly so. They like to "give their luck a try" (a chaotic trait), but prefer to do so within the confines of a larger, well-thought-out plan.
	Kuresh Lands: Kureshim have no lands of their own, though they lay claim to an entire world lost to some only partly-remembered catastrophe. Though it is now lost to the outer darkness, they hope it exists somewhere yet. Present-day kureshim are few and descend from the original survivors of that catastrophe. Now wanderers all, they live in the lands of other races. Kureshim sometimes form traveling mercenary bands, selling their skills as suits their mood.
	Religion: Most kureshim tend to be nonreligious, feeling that their god abandoned them. Those that still profess a faith worship a deity called Nyrocamaz (LN), god of the mind, the Lord of Insight. His symbol is three eyes. He is associated with the domains of Law, Luck, and Protection.
	Language: Kureshim speak and write in Common, though rumors claim they once possessed their own spoken language and unique script.
	Names: A kuresh has a given name and, rarely, a designator (such as "The Silent One"). Family names are never conferred.
	Male Names: Amogh, Charan, Gagen, Ishwar, Janak, Lokesh, Mandar, Pavan, Rupak, Rulwar, and Vandan. 
	Female Names: Amchala, Ankita, Indula, Jayani, Kamala, Lavanya, Mamata, Nilima, and Ruljula. 	Adventurers: Kureshim, young and old alike, seek always to discover more of their heritage. Thus, they are perfect adventuring companions, willing to leave no stone untouched or side corridor of a buried ruin unexplored.

•	Medium: As Medium creatures, kureshim have no special bonuses or penalties due to their size.
•	Kuresh base speed is 30 feet.
•	Low-Light Vision: Kureshim can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
•	+2 racial bonus on Spot, Search, and Sense Motive checks: Kureshim are sure-eyed.
•	+1 luck bonus on all saving throws: Kureshim prove surprisingly lucky.
•	+2 racial bonus on saving throws against psionic combat attack modes: Kureshim are naturally resistant to psionic attacks. (This bonus stacks with the kuresh's +1 bonus to saving throws in general.)
•	One extra psionic or metapsionic feat at 1st level: Kureshim are quick to master the specialized tasks associated with psionic power. They may not take feats that they have not met the prerequisites for. Kureshim attribute this gift to their third eye.
•	Favored Class: Psion. A multi-class kuresh's psion class does not count when determining whether he suffers an XP penalty for multi-classing. Kureshim have long mastered the mental arts, and the vocation of psion comes naturally to them.

	Note: Kureshim can wear the psionic items known as third eyes; when they do so, it appears as if the item replaces the kuresh's natural third eye, though in fact the kuresh can remove and replace the item normally without harm or obscurement of his natural third eye.

Tiefling
	Like the Aasimar, the Tiefling is a rare and powerful being that represents a cross between the Am and the celestials.  Unlike the Aasimar, they can claim a heritage that derives from the Celestials of the Pit.  Like their ancestry, they rarely embrace any cause exclusively, and are certainly more unpredictable than the Aasimar.
	In much the same way that the Aasimar have some trait that marks them as different, so do the Tieflings.  This may be pointed teeth, red eyes, cloven feet, vestigial horns, an odor of brimstone, or just a feeling of uneasiness.  No matter the exact nature of it, the Tiefling is never mistaken for an ordinary Am.  Every Am can easily sense that they are something else, they are plane touched.
	Tieflings find that they are rarely welcome anywhere, but can find some peace in Engida where their heritage is not as openly hated and feared.

•	+2 Dexterity, +2 Intelligence, -2 Charisma:  Tieflings are graced with reflexes and cunning, but disturb the people around them.
•	Medium size.
•	Tiefling base speed is 30 feet.
•	Cold, fire, and electricity resistance: 5.
•	Darkness:  Tieflings can cast the Darkness spell as a sorcerer of their level once per day.
•	+2 Racial bonus on Bluff and Hide checks.
•	Darkvision of up to 60 feet.
•	Outsider:  Tieflings are native outsiders.
•	Favored Class: Rogue.
•	Level adjustment +1.  A 1st level Tiefling is the equal of a 2nd level character.

Lost Races

Gnomes
	An investigation of the society of the Gnomes on Xune is impossible for all save scholars with access to rare resources since this race was wiped out by the MorEdhelhi during the Vaghude period.  In the times that they existed they were known for their ability with illusions.  They were also known for strong independent streaks and looking at things from a different point of view.  It is unknown what these victims of genocide might have brought to the world of Xune in the centuries that have passed following the Xevitu’Xov.

•	+2 Constitution, ‑2 Strength: Like dwarves, gnomes were tough, but they were small and therefore not as strong as larger humanoids.
•	Small: As Small creatures, gnomes gained a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they used smaller weapons than humans, and their lifting and carrying limits were three‑quarters of those of Medium‑size characters.
•	Gnome base speed was 20 feet.
•	Low‑light Vision: Gnomes could see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retained the ability to distinguish color and detail under these conditions.
•	+2 racial bonus on saving throws against illusions because gnomes were innately familiar with illusions of all kinds.
•	+1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears): Gnomes battled these creatures frequently and practiced special techniques for fighting them.
•	+4 dodge bonus against giants: This bonus represented special training that gnomes underwent, during which they learned tricks that previous generations developed in their battles with giants. Note that any time a character lost his positive Dexterity bonus to Armor Class, such as when he was caught flat‑footed, he lost his dodge bonus as well.
•	+2 racial bonus on Listen checks: Gnomes had keen ears.
•	+2 racial bonus on Alchemy checks: A gnome's sensitive nose allowed him to monitor alchemical processes‑by smell.
•	Gnomes with Intelligence scores of 10 or higher could cast the 0 level spells (cantrips) dancing lights, ghost sound, and prestidigitation, each once per day. These are arcane spells, and as such the gnome suffered spell failure penalties for wearing armor. Treat the gnome as a 1st‑level caster for all spell effects dependent on level (range for all three spells and duration for ghost sound). 
•	Favored Class: Illusionist, which is a wizard who specializes in casting illusion spells. A multi-class gnome's illusionist class did not count when determining whether he suffered an XP penalty.