Races

Lands of Vana’diel (FF11)

Elvaan

The race that benefited most from the end of Tarutaru monopoly of magic was the Elvaan of San d’ria. Having formed two incredibly fearless orders of knights, the Elvaans subjugated just about the whole of the Quon continent. They destroyed beastmen strongholds, and Tarutaru villages were no match for the San d’ria knights anyhow. Sadly for them, the flood of victories came to an end when the Hume and the Galka of Bastok combined their strength and technology against them in the Second battle of Konschtat. Defeated, the proud Elvaan kingdom was unable not bear the humiliation in peace. The result was internal turmoil and civil war. Gradually the conquered lands slipped away from their rule as well, and the Elvaans retreated to San d’ria. A strong sense of faith and pride means that the Elvaans are essentially an aristocratic race. The Elvaan trait of firm belief makes them admirable models of faith. Not only do they stay clear of questionable activities, they take great pride in their race as well. Both male and female Elvaans are known to be swordsmen of the highest order because of their strength of mind and vitality. Close to the Hume in their looks, the Elvaans usually shun the world of commerce preferring to live by the sword. Physically and mentally the Elvaans are suited to for combat roles. Strong pride and faith aptly add to their excellence in the vocations of Warriors and Monks.

Elvaan Racial Traits

• +2 Strength, -2 Dexterity. Elvaan are physically strong, but aren’t very graceful compared to other races.
• Medium: As Medium creatures, Elvaan have no special bonuses or penalties due to their size. • Elvaan base land speed is 30 feet.
• +2 racial bonus on Intimidate and Sense Motive checks; Elvaan are physically imposing and have a natural distrust for others that makes it difficult to fool them.
• +2 racial bonus on Knowledge (history), Knowledge (religion) and Knowledge (nobility and royalty) checks. Elvaan are a race that even as children are taught a great deal about their heritage and race.
• Martial Background: The Elvaan receives the Weapon Focus feat for free at first level, and may apply it to any single weapon he is proficient in.
• Automatic Languages: Common, Elvaan.
• Favored Classes: Knight. A multiclass elvaan’s knight class does not count when determining whether he takes an experience point penalty for multiclassing.

Galka

Large and hulking, the Galka towers over all the other civilized races of Vana’diel. Notable for their large, vaguely lizardlike tails, great endurance, and the fact that Galka do not reproduce; they either die in battle or accident, or when they reach an old age, wander off on quest. Young galka simply wander into town as a toddler, the reincarnation of those who have died. Young galka rarely remember their former lives. Galka make fierce fighters and are well-known for their metalworking and mining skills. While often thought of as less than mentally agile, many Galka are indeed quite wise and intelligent, though they tend to think things through very deliberately, and not act on impulse.

Galka Racial Traits

• +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma, -2 Wisdom. Galka are lumbering brutes, but bulky, intimidating, and slow because of their size.
• Medium: As Medium creatures, Galka have no special bonuses or penalties due to their size.
• Galkan base land speed is 30 feet.
• Powerful Build: The physical stature of a galka lets him function in many ways as if he were one size category larger. Whenever a galka 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 galka is treated as one size larger if doing so is advantageous to him. A galka 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 galka 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.
• Low-Light Vision: A Galkan can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Galka treat the Galkan War Pick as a martial weapon, instead of an exotic weapon.
• +2 racial bonus to Appraise and Craft checks involving metal. The Galka have worked with metals most of their lives.
• Automatic Languages: Common, Galkan.
• Favored Class: Fighter. A multiclass galka’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

Hume

Humes in Vana’diel have proven to be the driving force behind both the technological progress of the Republic of Bastok and the unification efforts of the Grand Duchy of Jeuno.

Hume Racial Traits

• Medium: As Medium creatures, Hume have no special bonuses or penalties due to their size.
• Hume base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common.
• Favored Class: Any. When determining whether a multiclass hume takes an experience point penalty, his or her highest-level class does not count.

Mithra

Graceful and agile, the feline Mithra hail originally from Khazam, but crossed the great sea to fight the crystal war at the side of the other races of Vana’diel. They currently share the city of Windurst with the Taru-Taru, and most notably the ranks of the Star Sybil’s Sybil Guards are drawn exclusively from the Mithra. While Mithra, like most races, exist as both male and female, male births are exceedingly rare, and as such male mithra are normally kept locked away from the prying eyes of other races, the threats of the world, and indeed other mithra. Thus, male adventuring mithra are so rare as to be unheard of. Mithra are known for their energy and curiosity, and of course for their good-humored mischievous nature. However, they have a very short attention span so they are not keenly studious like the Tarutaru and nor are they totally tilted towards exercise like the Galka. This definite balance makes them good all round characters that can do particularly well in all fields but still never be the best as Mages or Fighters.

Mithra Racial Traits

• +2 Dexterity, -2 Constitution. Mithra are very dexterous and agile, but not as hardy as other races.
• Medium: As Medium creatures, Mithra have no special bonuses or penalties due to their size. • Mithran base land speed is 30 feet.
• Low-Light Vision: Mithra can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Claws: Mithra have short retractable claws on their hands which allow them to make hand to hand attacks for lethal damage; this is not the same as improved unarmed feat and they may only make a lethal damage attack with unarmed if at least one hand is free. Using these claws give Mithra a +2 racial bonus on Climb checks.
• +2 racial bonus on Listen, Spot, Search checks. Mithra are naturally alert, and generally have keen senses.
• +2 racial bonus on Move Silently and Balance checks. Mithra are agile and can be very quiet when they need to be.
• Automatic Languages: Common, Mithran.
• Favored Classes: Thief. A multiclass mithra’s thief class does not count when determining whether she takes an experience point penalty for multiclassing.

Tarutaru

Tarutaru resemble children in size, though this does not reflect their age. In fact, they do not seem to change their appearance at all as they age. The Tarutaru are said to understand the importance of the balance between natural harmony and magic. Tarutaru lack the physical strength and durability of their fellow enlightened races as a result of their racial prejudice towards magical study, but they do control greater reserves of magical power as a result, and are the most studious and intelligent of the races.

Tarutaru Racial Traits

• +2 Intelligence, +2 Wisdom, +2 Dexterity, -2 Strength, -2 Constitution. Tarutaru possesses a keen intellect, but lack the physique of other races.
• Small: As a Small creature, a tarutaru gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, they use smaller weapons than Humes use, and their lifting and carrying limits are three-quarters of those of a Medium character.
• Tarutaru base land speed is 20 feet.
• +2 racial bonus on all saving throws against spells and spell-like abilities. Tarutaru have an innate resistance to magic spells.
• +2 racial bonus on Knowledge (Arcana). Tarutaru value knowledge and learning about the field of magic. • Automatic Languages: Common, Tarutaru.
• Favored Class: Black Mage. A multiclass tarutaru’s black mage class does not count when determining whether he takes an experience point penalty for multiclassing. Lands of Spira

(FF10 / FF10-2)

Al Bhed

Al Bhed differs only slightly from humans; in their bright green eyes with spiral-patterned irises. As a result, they often wear goggles. Another mark of the Al Bhed is that most of them have blond hair. The Al Bhed possess their own language (known as Al Bhed). The Al Bhed pride themselves on the usage of their specialized knowledge of ancient technology which they call “Machina”.

Al Bhed Racial Traits

• +2 Intelligence, -2 Charisma. Al Bhed are very bright, but because of their obsession with forbidden technology, people tend to be cautious of them.
• Medium: As Medium creatures, Al Bhed have no special bonuses or penalties due to their size.
• Al Bhed base land speed is 30 feet.
• Weapon Familiarity: Al Bhed are automatically proficient with Firearms.
• +2 racial bonus on all Craft, Disable Device, Knowledge (technology) checks. Al Bhed are intuitive and have an innate understanding of technology.
• Automatic Languages: Common and Al Bhed. • Favored Class: Thief. A multiclass al bhed’s thief class does not count when determining whether she takes an experience point penalty for multiclassing.

Ronso

Ronso are a race of many-colored furred lion-like humanoids. Ronso are formidable fighters, being tall and amazingly strong, and are known for their strong sense of honor and loyalty, as well as their pride and quickness to anger. The long, sharp horn sported by all adult male Ronso is a symbol of esteem and a source of great pride. To lose this horn is considered extremely shameful.

Ronso Racial Traits

• +2 Strength, -2 Charisma, -2 Wisdom. Ronso are large and powerful, but gruff in nature and often hasty in their decisions.
• Medium: As Medium creatures, Ronso have no special bonuses or penalties due to their size. • Ronso base land speed is 30 feet.
• Horn: Ronso can attack with their horn that deals 1d8 points of damage on a successful strike.
• Powerful Build: The physical stature of a ronso lets him function in many ways as if he were one size category larger. Whenever a ronso 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 ronso is treated as one size larger if doing so is advantageous to him. A ronso 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 ronso 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.
• Low-Light Vision: A ronso can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Arctic Fur: Ronso are immune to environmental damage from cold weather (below 40 degrees). In conditions of extreme cold (below 0 degrees), ronsos suffer the normal conditions for cold weather, not the harsher conditions for extreme cold.
• +2 racial bonus on all Survival checks. Ronso are hunters and can hunt in the best and worst of weather conditions.
• Automatic Languages: Common and Ronso.
• Favored Class: Beastmaster. A multiclass ronso’s beastmaster class does not count when determining whether he takes an experience point penalty for multiclassing. Lands of Ivalice

h1.(FF12 / FFT)

Bangaa

The Bangaa are a reptilian race, their bodies covered with scales and their ears drooping well below their tapered snouts. If one put asides these physical differences, their intelligence and mannerisms are little different from those of humes. For this reason, they are often considered the race most at home with humes. There are those humes who do not accept them, typically using the racial slur “lizard man” to demean them… when they are safely out of earshot. Bangaa may live twice as long as the average hume, bearing offspring only infrequently. They are strong, with keen senses of hearing and smell. They speak in guttural tones, lacking the refined vocal organs to articulate themselves as the other races might, which makes it difficult for a bangaa to master any but the most rudimentary of hume magicks. Still, there are some bangaa who become adept mages, wielding powerful magicks unique to their race’s reptilian tongue.

Bangaa Racial Traits

• +2 Dexterity, -2 Charisma. Bangaa possess great agility, but they have rude manners when dealing with people.
• Medium: As Medium creatures, Bangaa have no special bonuses or penalties due to their size. • Bangaa base land speed is 30 feet.
• Darkvision: Bangaa can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bangaa can function just fine with no light at all.
• +1 natural armor bonus to AC: A bangaa’s hide is leathery and tough.
• +2 racial bonus to Listen and Spot checks. Bangaa possess acute senses of hearing and sight. • Automatic Languages: Common and Bangaa. • Favored Class: Monk. A multiclass bangaa’s monk class does not count when determining whether he takes an experience point penalty for multiclassing.

Nu Mou

The wise and gentle nu mou, a tribe of lop-eared mages and spellcasters, are famous for their thirst for learning and their discovery of the most esoteric of magical rites. They have gray, leathery skin, and long, lop-rabbit ears, often pierced by heavy jewelry. They have snouts, and sport elegantly long tails covered in heavy orange fur, giving them a bestial cast that doesn’t mesh with their cautious, timid ways. The nu mou are sagacity-embodied scholars who are rarely seen outside of their impressive academic towers, except when working on behest of professors or politicians. They are devoted enough to the ideal of knowledge, power, and education to sacrifice themselves for this cause, if need be.

Nu Mou Racial Traits

• +2 Wisdom, -2 Constitution. Nu mou are very understanding, but their bodies are easy to break. • Medium: As Medium creatures, Nu mou have no special bonuses or penalties due to their size. • Nu mou base land speed is 20 feet. Nu mou are smaller than humes and have much shorter legs, but nu mou can move at this speed even while wearing medium armor.
• Low-Light Vision: Nu mou can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Magical Prowess: Nu mou receive a +2 racial bonus on all Spellcraft checks and a +2 racial bonus on Concentration checks when they are trying to cast a spell. Nu mou are skilled spellcasters and are trained as such.
• +2 racial bonus to all Knowledge (Religion) and Knowledge (Arcane) checks. Nu mou society revolves around religion and magic.
• +2 racial bonus on all Sense Motive checks. Nu mou seem to be able to read others well.
• Automatic Languages: Common, Nu Mou.
• Favored Class: White Mage. A multiclass nu mou’s white mage class does not count when determining whether he takes an experience point penalty for multiclassing.

Viera

Long of limb and silver-haired with a pair of rabbit ears, the viera are intimately tied to the Wood in which they make their home. Though closely resembling humes in appearance, viera are said to live as much as three times longer. Their senses of sight and hearing are especially acute, allowing them to track prey from a distance of many leagues. The viera listen to the sacred voice of the Woods, and by her voice, learn all that goes on beyond her boundaries. Called the Green Word, it is the law by which the viera live by. Yet for some viera this is not enough. Those who cannot content themselves with the Wood’s whispers seek to travel the world of the humes and witness the wonders – and horrors – firsthand. Viera, whose curiosity leads them from the Woods are cast out, never permitted to return.

Viera Racial Traits

• +2 Dexterity, -2 Constitution. Viera are agile, but fragile.
• Medium: As Medium creatures, Viera have no special bonuses or penalties due to their size. • Viera base land speed is 30 feet.
• Low-Light Vision: A Viera can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus to Listen, Spot, and Survival checks. The viera are naturally alert, and generally have keen senses.
• Automatic Languages: Common, Vieran.
• Favored Class: Archer. A multiclass viera’s archer class does not count when determining whether she takes an experience point penalty for multiclassing.

The Lands of Gaia (FF7)

Cetra

The Cetra look identical to regular Humes, but possess a unique ability to commune with the planet and to guide the flow of spiritual energy. The Cetra originally migrated from place to place, using their connection with the earth to cultivate life wherever they traveled, and ultimately find their fabled “Promise Land”.

Cetra Racial Traits

• +2 Wisdom, +2 Charisma, -2 Strength. The Cetra are calm and understanding and makes friends more easily than most. They shun confrontation, and are usually weaker than Humes.
• Medium: As Medium creatures, Cetra have no special bonuses or penalties due to their size.
• Cetra base land speed is 30 feet.
• +4 racial bonus on all Knowledge checks. The Cetra asks the earth for guidance.
• Automatic Languages: Common.
• Favored Classes: White Mage. A multiclass cetra’s white mage class does not count when determining whether he takes an experience point penalty for multiclassing.

Moogle

Moogles are very shy, timid, and fearful of larger races. And for good reason, as they are occasionally hunted as exotic pets and sold on the black market. But those who can get close to them often find a close friend. Many people claim to have been saved by moogles when they were lost in caves or in woods, as moogles are quite willing to help those in need, forgoing their fears. Overall, they hold no grudge against any race. They just wish to leave their lives in peace, without having to worry about being taken from their homes and sold as if they were dogs. Moogles typically get no taller than 2 to 3 feet, though rumors do tell of a moogle who once stood 6 feet tall. Though many claim this to be false and say that it was someone of another race posing as a moogle. They are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They have long, rabbit-like ears and tend to have beige or gray fur.

Moogle Racial Traits

• +2 Dexterity, +2 Charisma, -2 Strength. Moogles tend to be very agile and have the innate ability to get along with others easily. However, they are not built physically powerful.
• Small: As a Small creature, a moogle gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humes use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Moogle base land speed is 20 feet. Moogles are small creatures and have trouble keeping up with medium size creatures.
• Wings: Moogles have a flying speed of 15 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing Heavy armor, and are not fatigued or exhausted. A moogle’s small bat-like wings only have a span of 2 feet.
• Handiwork: Moogles have a +2 racial bonus all Craft and Repair checks regarding airships.
• Automatic Languages: Common, Moogle.
• Favored Class: Bard. A multiclass moogle’s bard class does not count when determining whether he takes an experience point penalty for multiclassing.

Races

Undying Valor Kuurin