Rasy

RASY PODSTAWOWE


AARACOCRA
+2 Dexterity, -2 Strength: Aaracocras are lightweight but fast, built for speed over strength.
Medium: Aaracocras are Medium creatures and have no bonuses or penalties due to their size.
Flyers: Aaracocras have a base speed of 20 feet and a fly speed of 90 feet with average maneuverability.
Low-Light Vision: Aaracocras can see twice as far as humans in conditions of dim light.
Claustriphobic: Aaracocras suffer a -4 penalty on all attack rolls and skill checks when in an enclosed area.
Keen Senses: Aaracocras receive a +2 racial bonus on Perception skill checks.
Natural Armor: Aaracocras have a +1 natural armor bonus to AC.
Natural Weapons: Aaracocras may make a bite and two claw attacks as a full round action. Their claw attack does 1d4 points of damage for each of their two claws. Their bite attack deals 1d3 points of damage. Aaracocras can attack with a weapon at its normal attack bonus, and make either a bite or claw attack as a secondary attack.
Psionics: Aaracocras have a wild talent.
Weapon Familiarity: Aaracocras are proficient with javelins.


DWARVES
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Dwarven Immunities: Dwarves are immune to poison.
Focus: Dwarves are notorioslu single-minded, focusing on one task to the exclusions of other. Dwarfs gain a +4 racial bonus on Will saves against charm or compulsion effects that would change, delay or distract from their focus.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves receive a +2 racial bonus on saving throws against spells, and spell-like abilities.
Psionics: Dwarfs have a wild talent.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


ELVES
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Elves have a base speed of 40 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Desert Runners: Elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Elven Immunities: Elves are immune to blinding and dazzling effects and get a +2 racial saving throw bonus against illusion spells and effects.
Elven Run: Elves make a Constitution check for each 12 hours of marching beyond first 8 hours (DC 10, +2 per extra 12 hours).
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Psionics: Elves have a wild talent.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), rapiers, scimitars and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


HALF-ELVES
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Elves are immune to blinding and dazzling effects and get a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level
Psionics: Half-elves have a wild talent.


HALF-GIANTS
+6 Strength, +2 Condition, -2 Dexterity, -2 Intelligence, -2 Charisma: Half‐giants are renowned for their great strength and dull wits.
Large:  Half-giants are Large creatures and gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a –4 penalty on Stealth checks.
Fast Speed: Half-giants have a base speed of 40 feet.
Darkvision: Half-giants can see in the dark up to 60 feet.
Axis Alignment: One aspect of the half‐giant’s alignment must be fixed, and chosen during character creation. The other half may be chosen randomly when they awake each morning. They are only bound to that alignment until they sleep again. For example, a half‐giant may have a fixed lawful alignment. Every morning, he must choose to be lawful good, lawful neutral or lawful evil. This alignment change is not mandatory.
Giant Blood: Half-giants count as both giants and humans for any effect related to race.
Natural Armor: Half‐giants have a +3 natural armor bonus to AC.
Psionics: Half-giants have a wild talent.


HALFLINGS
+2 Dexterity, +2 Wisdom, –2 Charisma: Halflings are nimble and strong-willed, but other races see them as shy and uncivilized.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Fast: Halflings are fast for their size, and have a base speed of 30 feet.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Psionics: Halflings have a wild talent.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings, longspears and shortspears and treat any weapon with the word “halfling” in its name as a martial weapon.


HUMANS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Psionics: Humans have, as other races of Athas, an innate psionic talent.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


MULS
+2 Strength, +2 Condition -2 Charisma: Muls are strong and known for their great stamina.
Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Muls have a base speed of 30 feet.
Darkvision: Muls can see in the dark up to 30 feet.
Dwarf Blood: Muls count as both dwarves and humans for any effect related to race.
Hardy: Muls receive a +2 racial bonus on saving throws against poison.
Psionics: Mulshave a wild talent.
Tireless: Muls heal damage at twice the normal rate. They also need only half as much rest to eliminate the effects of fatigue and exhaustion.


PTERRAN
+2 Strength, +2 Wisdom, -2 Charisma: Pterrans are physically strong and focused, but not particulary charismatic.
Medium: Pterrans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pterrans have a base speed of 30 feet.
Agile Tail: Pterrans receive a +4 racial bonus on Acrobatics checks.
Natural Armor: Pterrans have a +3 natural armor bonus to AC.
Natural Weapons: Pterrans may make a bite and two claw attacks as a full round action. Their claw attack does 1d4 points of damage for each of their two claws. Their bite attack deals 1d3 points of damage. Pterrans can attack with a weapon at its normal attack bonus, and make either a bite or claw attack as a secondary attack.
Psionics: Pterrans have a wild talent.
Reptilians: Pterrans have the reptilian subtype.
Weapon Familiarity: Pterrans are proficient with thanaks.


THRI-KREEN
+2 Strength, +2 Dexterity, -4 Charisma: Thri‐kreens are fast, but their alien mindset makes it difficult for them to relate to humanoids;
Medium: Thri-kreens are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Thri-kreens have a base speed of 40 feet.
Darkvision: Thri-kreens can see in the dark up to 60 feet.
Leap: Thri‐kreens receive a +30 racial bonus on Acrobatics checks made to jump.
Multiple Limbs: Thri‐kreens have four arms, and thus can take the Multiweapon Fighting feat instead of the Two‐Weapon Fighting feat. Thri‐kreen can also take the Multiattack feat.
Natural Armor: Thri‐kreens have a +2 natural armor bonus to AC.
Natural Weapons: Thri‐kreens may make a bite and four claw attacks as a full round action. Their claw attack does 1d4 points of damage for each of their four claws. Their bite attack deals 1d4 points of damage. Thri‐kreens can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack.
Poison: Thri-kreens delivers its poison with a successful bite attack. Thri-kreen poison: injury; save DC varies; frequency 1/minute for 2 minutes; effect Initial Effect 1d4 Dex damage; Secondary Effect paralysis for 1d4 hours; Cure 1 save. The DC is Constitution based (save DC = 10 + ½ its HD + Con modifier)
Psionics: Thri-kreens gain the following psi-like abilities:
1/day—chameleon, metaphysical claw. The manifester level for these effects is equal to the thri-kreen's level. The DC for these spells is equal to 10 + the spell's level + the thri-kreen's Charisma modifier.
Thr-kreen Immunities: Thri‐kreens do not sleep, and are immune to magic sleep effects.
Weapon Familiarity: Thri-kreens are proficient with chatkchas and gythkas.


RASY DODATKOWE


GITH
+2 Strength, +2 Wisdom, -2 Intelligence: Giths are strong and cunning, but also dumb and primitive.
Medium: Giths are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Giths have a base speed of 30 feet.
Darkvision: Giths can see in the dark up to 60 feet.
Natural Weapons: Giths may make two claw attacks as a full round action. Their claw attack does 1d4 points of damage for each of their two claws. Giths can attack with a weapon at its normal attack bonus, and make a claw attack as a secondary attack.
Powerful Legs: Giths receivea +30 racial bonus on Acrobatics checks made to jump.
Psionics: Gith have a wild talent.
Spell Resistance: Giths possess spell resistance equal to 6 plus their class levels.
Weapon Familiarity: Gith are proficient with spears and javelins.


RHUL-THAUN
+2 Dexterity, +2 Wisdom, -2 Strength: Rhul-thaun are nimble and focused, but not so strong as wild halflings.
Small: Rhul-thaun are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Fast: Rhul-thaun are fast for their size, and have a base speed of 30 feet and a Climb speed of 30 feet (along the +8 racial bonus on Climb checks that a climb speed normally grants).
Ancient Breed: Rhul-thaun receive a +2 racial bonus on saving throws against spells, and spell-like abilities.
Keen Senses: Rhul-thaun receive a +2 racial bonus on Perception skill checks.
Nature Master: Rhul-thaun receive a +2 racial bonus on Handle Animal and Heal checks.
Spell Resistance: Rhul-thaun possess spell resistance equal to 11 plus their class levels.
Weapon Familiarity: Rhul-thaun are proficient with slings, longspears and shortspears and treat any nature-shaping weapon as a martial weapon.


SILT RUNNER
+4 Dexterity, -2 Strength, -2 Intelligence: Silt runners are fast, but weak and stupid.
Small: Silt runners are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Silt runners are fast for their size, and have a base speed of 30 feet.
Darkvision: Silt runners can see in the dark up to 60 feet.
Agile: Silr runners receive a +4 racial bonus on Acrobatics checks.
Natural Armor: Silt runners have a +1 natural armor bonus to AC.
Natural Weapons: Silr runners may make a bite and two claw attacks as a full round action. Their claw attack does 1d3 points of damage for each of their two claws. Their bite attack deals 1d4 points of damage. Silt runners can attack with a weapon at its normal attack bonus, and make either a bite or claw attack as a secondary attack.
Psionics: Silt runners gain the following psi-like abilities:
constant—body equilibrium. The manifester level for these effects is equal to the silt runner's level. The DC for these spells is equal to 10 + the spell's level + the silt runner's Charisma modifier.
Weapon Familiarity: Silt runners are proficient with spears, slings and javelins.