Race

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Available Races:

Callispar:

Dwarves (limited) / Elves (rare) / Gnomes (uncommon) / Half-elves (common) / Halflings (uncommon) / Half-orcs (uncommon) / Humans (common)

Catfolk (uncommon) / Grippli (limited) / Ifrit (limited) / Orc (limited) / Oread (limited) / Ratfolk (limited) / Sylph (limited) / Undine (uncommon) / Vanara (limited)

Changelings (limited)/ Drow (rare) / Duergar (rare) / Fetchlings (rare) / Kitsune (limited) / Nagaji (rare) / Svirfneblin (rare) / Tengu (rare) / Wayangs (rare)

Black Breath:

Dwarves (common) / Elves (limited) / Gnomes (uncommon) / Half-elves (common) / Halflings (uncommon) / Half-orcs (common) / Humans (common)

Catfolk (uncommon) / Grippli (limited) / Ifrit (uncommon) / Orc (uncommon) / Oread (uncommon) / Ratfolk (uncommon) / Sylph (uncommon) / Undine (uncommon) / Vanara (limited)

Changelings (limited) / Drow (limited) / Duergar (limited) / Fetchlings (rare) / Kitsune (uncommon) / Merfolk (rare) / Nagaji (limited) / Svirfneblin (limited) / Tengu (limited) / Wayangs (limited)

In addition to the core races, the player may choose from the following races based on location. DM’s may wish to restrict the allowed races on the basis of commonality: common, uncommon, limited, or rare. Common races make up roughly 50% of a crowd, uncommon being 25%, limited being 15%, and rare being 10%. While you may play races other than the ones listed, it’s unlikely that you’ll ever meet another of your kind! Races that are unavailable include: Aasimar, Tiefling, Strix, Samsarans, or any race that may have ties to divine creatures, devils, or demons.

Below are listed quick lore descriptions of the available races in the setting. Further below is a chart describing the commonality of races based on location, separated by Pathfinder’s RP point total categories: Core, Standard, and Advanced+/Unknown. GM’s may wish to restrict players within these levels, depending on the desired power level of the game.


Dwarves

Adulthood: 40 years of age Max Age: 500 years of age
Born from the earth, these hearty mountain folk survived the incursion of the Breath with relative ease. They were some of the first to learn of its presence. Dwarves in Callispar mourn the loss of their Deep Home of Ravos. While Dwarves are long lived, none still remain that lived before the incursion of the Breath. Dwarves are typically solitary or live in family groups.

Elves

Adulthood: 100 years of age Max Age: Unknown. Estimated 1,000 years of age
Once, Elves were a common race across the world of Masai, making their home in Cothrand. While they were known to adventure, many Elves perished voluntarily with the incursion of the Breath, finding it remiss to leave their home. Despite their incredible lifespan, there are few, if any, public Elves that survive from before the Breath. True Elves are rarely found in number; only individuals survive.

Gnomes

Adulthood: 40 years of age Max Age: 500 years of age
A strange sort of creature, the Gnome is much as standard. Well suited to surviving due to their wanderlust, they found their ways to survive the onslought of the Breath. While they are long lived, they don’t quite outlast Dwarves due to the types of death that befit an adventuring people. Gnomes are usually solitary, but occassionaly come together in family groups.

Half Elves

Adulthood: 20 years of age Max Age: 175 years of age
While Elves have dwindled, Half Elves flourish. Given the boon of longer life, better health, and natural dexterity, many half elves are found within the Skycities and Callispar. While a few wish to pursue their ancient traditions, the majority live life as bolstered humans.

Halflings

Adulthood: 20 years of age Max Age: 200 years of age
While many Halflings perished during the migration process, there were small communities that survived, based on the roots that they had planted long ago. Halflings are a humble folk, and while they fight if necessary, they prefer song and potion to fighting a Colossi. Halflings typically are found in family groups or camps.

Half Orcs

Adulthood: 14 years of age Max Age: 70 years of age
Few Half Orcs follow the innately nomadic way of their blood, instead preferring to take up arms and adventure with purpose. Similarly to Half Elves, Half Orcs are found in all types of cities, often as individuals for hire or under the service of the Crown.

Humans

Adulthood: 16 years of age Max Age: 110 years of age
Humans are typical in all ways that you might expect.


Catfolk/ Grippli/ Ratfolk/ Vanara

Adulthood: 12-15 years of age Max Age: 60-120 years of age
Legends say that the Beastfolk of the world descended from beasts awakened by The Pale Hunter herself. While none live to confirm this claim, the Beastfolk don’t seem to mind. The Breath was not kind to the migration of these people, but there have always been bastions of their folk around. Catfolk are typically found as individuals, but sometimes are found in camps. Grippli are either solitary or found as a group. Ratfolk typically travel alone or in groups of three or more. Vanara will travel alone, but prefer family groups or camps.

Orc

Adulthood: 12 years of age Max Age: 60 years of age
Once the Orcish people were a vast nomadic swathe, attuned with the land, living a simple but rugged lifestyle. Anywhere the plains swallowed the horizons, they would lead their life, hunting with avian companions or tracking similarly nomadic beasts. While not adverse to more permanent life, they preferred the on-the-go lifestyle. When the Breath descended, they used their knowledge of the land and air to find ways to live, some even keeping within the Breath itself. Orcs are typically seen in pairs, or larger groups.

Undine/ Oread/ Ifrit/ Sylph

Adulthood: 80 years of age Max Age: Unknown. Estimated 500 to 1,000 years of age.
Beings born of the Elements come about in two ways on Masai. The first, more commonly, is when a humanoid and creature of elemental descent come together and produce a child. Often times the offspring of this union takes on more humanoid traits. The second is far more rare, especially after the Breath. In places where the space between Planes is weak, occasionally the land produces a protector or surveyor. These beings blur the line between humanoid and element, taking on more natural traits. A Ifrit born of a humanoid, for example, might simply have reddish skin or bright red eyes. An Ifrit born of the land may have hair that resembles fire, skin that is hot to the touch, or red coals for eyes. While these being are found more commonly in the Breath, they do also exists in Callispar. While beings of the same element tend to flock together, they are rarely seen in groups.


Changelings

Adulthood: 15 years of age Max Age: 120 years of age
The unfortunate union between a humanoid and a hag, many Changeling children are abandoned by their treacherous mothers and many more are abandoned by their shamed fathers. Thankfully they are rare on Masai, as most hags preferring to simply bewitch passersby before either eating them or sending them on their way. Changelings are typically female, though always have mismatched eyes and resemble the race of their father. When they hit puberty they recieve the call of their blood, and may choose to ignore it and chase their own destiny or follow it and begin the transformation into a hag themselves. Changelings are only seen as individuals.

Drow

Adulthood: 110 years of age Max Age: Unknown. Estimated 1,000 years of age
Often thought to be the chosen people of the Tempest, and created in her image, the Drow are a people with a love for magic. Where Elves use their magic to shape the plant-life of their region, Drow use the water and stone to shape magnificent works of stone, and particularly to focus their craft on creating powerful magic items. When the Dwarves of Ravos descended deep enough into the earth, they found tunnels into the Underdark where sentients lived. The Drow were one of these people, and many agreed that the Underdark was no place to eek out a living. While many Drow have retained their sensitivity to sunlight, others have adapted naturally or found ways to augment their eyes. Few Drow migrated with the passing of the Breath; they stayed primarily in their home of Ravos. Like the Elves, Drow do not appear to die as a result of old age. It is unknown if any Drow remain from before the Breath, be it still in the Underdark or hiding within Ravos. Drow are typically solitary, occasionally found as pairs.

Duergar

Adulthood: 40 years of age Max Age: 500 years of age
When the Dwarves of Ravos descended deep enough into the earth, they found tunnels into the Underdark where sentients lived. The Duergar were one of these people, and many agreed that the Underdark was no place to eek out a living. While many Duergar have retained their sensitivity to sunlight, others have adapted naturally or found ways to augment their eyes. In terms of preferences and culture, the Duergar are strikingly similar to the Dwarves, having progressed down a slightly different route. Their natural proclivity to magic has given them an advantage in mining and stonecraft, but their desire to remain out of the public eye labels them more as hoarders than traders. Few Duergar migrated with the passing of the Breath; they stayed primarily in their home of Ravos. Duergar are typically solitary, occasionally found in family groups.

Fetchling

Adulthood: 15 years of age Max Age: 100 years of age
As the Elementalkin are to the Plane of their element, the Fetchling, or Kayal as they refer to themselves, are to the Plane of Shadow. Fetchling also are diverse in their parentage, individuals born of humanoid parents but also of the land. Their appearances may unsettle non-planar beings, as their skin and hair lacks pigment, giving their hair a nearly translucent quality. Their skin can range from pallid white to colorless black, but seems to meld well with the darkness. Their eyes are pupiless and luminescent, ranging from yellow to blue,
a holdover from their Shadow ancestry. Fetchlings born of the land are typically found in dark places where the light never shines. These individuals are almost less material than their blood relatives, merging physically with shadow and barely visible on dark nights. Due to their rarity and tendency to be mistrusted, Fetchlings are almost always found as solitary.

Kitsune

Adulthood: 15 years of age Max Age: 100 years of age
Where most beastfolk are thought to be descendants of beasts Awakened by the Pale Huntress, Kitsune possess the innate magical talent of the Tempest. It’s commonly believed that the Tempest granted them their shapechanging abilities, granting them a human guise so that they might blend among the populace. While they always retain amber or blue eyes, these folk blend nigh perfectly in with humanoids. Another supposed gift from the Tempest is that of additional tails. Should a spellcasting Kitsune follow the path of a mage, it may find itself growing another tail. They may grow up to nine, each tail extending its lifespan another hundred years. Kitsune, or Foxfolk, are often found in their true form on Masai. While they survived the Breath in pockets within their home continent of Asheri, several did migrate with guise to Callispar when the Breath descended. Kitsune are rarely seen as more than an individual, but within the Skycities, they are often seen as pairs or small family groups.

Nagaji

Adulthood: 20 years of age Max Age: 200 years of age
At first glance, Nagaji might be considered another branch of Awakened Beastfolk, but many know far better. Descended from the union of Naga and Humanoids, the Nagaji retain much of the reptilian appearance of their Naga parentage, but the size and form of their humanoid parent. Unlike the Naga of some settings, merely humanoid heads on snake bodies, the Naga of Masai are vaguely humanoid from the waist up, typically with serpent heads and found in a wide array of genders. Naga are a primitive civilized race, once with expansive cities and an empire, but destroyed once the Breath Descended and territory became limited. Some Naga took humanoids as offensive and would kill or consume on sight, but others took them favorably. From this union, the Nagaji was born, not quite wanted in one world or another. Nagaji are rarely found solitary— they group themselves with their parent’s group or other outcast Nagaji.

NEW AND ALTERNATIVE RACIAL TRAITS

Instead of Low-light Vision, Nagaji now have Darkvision 60ft as a base trait. In addition to the normal Alternative Racial Traits, they can choose any of the following:

  • Body of the Snake: Nagaji with this trait take more after their serpentine parentage. Their lower half is serpentine, giving them a climb speed of 20 feet in addition to their typical move speed. They are granted a +8 bonus to Climb checks that a climb speed usually grants. This trait replaces Serpent Sense.
  • Scent: Like their Naga parents, the Nagaji can flick their tongue and track smells. They are granted the Scent ability. This trait replaces Serpent Sense and Darkvision.

Merfolk

Adulthood: 15 years of age Max Age: 120 years of age
While the Breath is assumed to have negatively affected the Merfolk cities beneath the Sea, few actually know the current state of their homeland. The Merfolk of the rivers and great lakes of the Breath were fortunate in that they were considered for evacuation to the Skycities. While they are rare, the waterways and, in some cases, lakes of certain Skycities and Mountain Strongholds are a refuge for Merfolk. The state of Merfolk in Callispar is unknown; if they have homes or cities to speak of, they keep away from the prying eyes of land-dwelling humanoids. Merfolk are almost always seen in pairs or family groups.

Svirfneblin “svearf┬┤-neb-lin”

Adulthood: 40 years of age Max Age: 500 years of age
When the Dwarves of Ravos descended deep enough into the earth, they found tunnels into the Underdark where sentients lived. The Svirfneblin, or Deep Gnomes, were one of these people and many agreed that the Underdark was no place to eek out a living. Their culture is quite disparate from surface Gnomes; where as they follow a life of adventure first, many Svirfneblin choose to stay in their community group, working on their innate talent for tinkering and magical clockwork. While many Svirfneblin have retained their sensitivity to sunlight, others have adapted naturally or found ways to augment their eyes. Few Svirfneblin migrated with the passing of the Breath; they stayed primarily in their home of Ravos. Svirfneblin are typically found in family groups or communities.

Tengu

Adulthood: 15 years of age Max Age: 120 years of age
Unlike the typical fantasy Tengu, the race of Masai has particularly feathered hands and arms that function as wings. Like the other Beastfolk of Masai, Tengu were Awakened by the Pale Hunter and descended from those beings. They retained their ability for flight, but often used their abilities for trickery and jest. As such, Tengu populations dropped far below other Beastfolks. When the Breath came, they flew up to the Skycities and found a new roost. Now they are invaluable messengers and scouts. On Callispar, their numbers continue to dwindle. In the Skycities, their Tengu are seen in all sort of formation. In Callispar, they are typically seen in family groups or camps, as individuals rarely live long.

NEW AND ALTERNATIVE RACIAL TRAITS

Instead of Swordtrained, all Tengu now have Flight (30ft clumsy). They treat Fly as a class skill, but are at a -8 penalty on Fly checks. Any alternative Racial trait that would replace Swordtrained now replaces Flight, but also grants the Tengu the following ability:

  • Vestigial Wings: Tengu have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.

Wayang

Adulthood: 40 years of age Max Age: 300 years of age
Where Fetchlings are born of the unity of humanoids and the Plane of Shadow, Wayang are the immigrants of ancient people who came to live on the Masai. They have a short, feylike stature with elongated limbs and sharp extremities, and their skin ranges in color from twilight plum to deep black. Their eyes range from red to orange, while their hair is black. While they still hold deeply their ties to the Plane of Shadow, they are no longer suited to living on it. Instead, they follow a belief called the ‘Dissolution’: that with their passing all Wayang will return and meld to the shadow. Wayang express this through ritual scarification and the bleaching of those scars, often resulting in beautiful white spirals or geometric shapes on their skin. Due to their rarity, Wayang are either seen in pairs or solitary.

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Race

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