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RACES OF IVALICE

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 Constitution, +2 Wisdom. Bangaa possesses formidable vigour and a natural
insight.
Medium: As Medium creatures, Bangaa have no special bonuses or penalties due to
their size.
Bangaa base land speed is 30 feet.
Hardy: +2 on saves against poison, spells, and spell-like abilities.
Ferocity: Continue to act when their HP is negative, but loses 1 HP each round and are
staggered.
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.
+2 racial bonus to Perception checks. Bangaa possess acute senses of hearing and
sight.
Automatic Languages: Common and Bangaa.

Hume
Hume Racial Traits
+2 bonus to any two ability scores. Hume characters get a +2 bonus to two abilities
scores of their choice at creation to represent their varied nature.
Medium: As Medium creatures, Hume have no special bonuses or penalties due to
their size.
Hume base land speed is 30 feet.
Lucky: Humes are blessed by destiny. Once per day, whenever they fail a check, they
can reroll it with a +10 bonus if the result is a number below 11. They still can choose
the best result. Each time they complete five levels, they earn a new use of this ability.
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.

Moogle
Moogles are a resourceful race known to be skillful in mechanics and engineering; they
were the first pioneers of airship construction. They are also skillful merchants, their
cheerful disposition often charming potential customers. Moogles typically get no taller
than 3 to 4 feet. They tend to have small eyes (like moles) and black, red, or purple batlike wings. Their most distinguishing feature is a single black antenna that sticks up
from the head with a small, usually red, ball (or "pompom") at the end. Their ears are
usually shaped like a cat's, but sometimes they have longer rabbit-like ears. Most
Moogles have white or pink fur. When speaking hume languages, they tend to end
their sentences with the sound 'kupo.
Moogle Racial Traits
+2 Dexterity, +2 Charisma. Moogles tend to be very agile and have the innate ability
to get along with others easily.
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 Stealth 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 manoeuvrability, as long
as they do not carry more than a Medium load, are not wearing chain or plate armor,
and are not fatigued or exhausted. A moogles small bat-like wings only have a span of
2 feet.
Good Merchant: All moogles seem to have the innate ability to identify the value of
items and sell them at a good margin. Moogles receive a +2 racial bonus on all
Appraise checks. Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks
concerning any type of business transaction.
Automatic Languages: Common, Moogle.

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 doesnt 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 Intelligence. Nu mou are very wise and intelligent.
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 chain armor.
Stability: Their proximity to the soil gives them a +4 bonus on the CMD to resist Bull
Rush and Trip manoeuvres.
Their natural affinity with mana makes them very perceptive of magic. Nu Mou can
use Detect Magic as a spell-like ability at will. If they already have access to the same
spell as spellcasters, they automatically succeed on the aura verification check.
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.
+2 racial bonus to all Knowledge (Religion) and Knowledge (Arcane) checks, plus they
are always considered trained in these skills for all effects. Nu mou society revolves
around religion and magic.
Automatic Languages: Common, Nu Mou.

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 Wisdom. Viera are agile and wise.
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.
Ranger Expertise: Viera receives a Weapon Focus feat for free for any one ranged
weapon they are proficient in.
Silent Hunter: Viera are very efficient in hiding, and when they do so, they only take a
-5 penalty on stealth checks while moving, and a -20 while running.
+4 racial bonus to Stealth checks when in the wilderness. The bonus drops to +2
when in urban landscapes.
+2 racial bonus to Perception checks. The viera are naturally alert, and generally have
keen senses.
Automatic Languages: Common, Vieran.

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