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Planar Bound Races

Races belonging to specific planes for extended periods of time become infused with the plane’s energy over time, becoming unique hybrids. These races are similar in nature to the planar humans like Oreads, Ifrits, and so on.

Elves

Elves include Vindelura (Fire Elves), Surena (Water Elves), Brakre (Earth Elves), and finally Aunauran (Air Elves).

Vindelura

Physical Description: Vindelura have bright pink skin to dark maroon skin, their hair the colors of coal and burnt out embers and their eyes of similar colors to their hair. They stand as tall as an elf, and wear very loose gray clothing that are often covered in ash, soot, and have small burn marks in them.

Society: The vindelura have very few societies, and even those they do form are very loose in organization due to their typical chaotic nature.

Relations: Vindelura don’t get along with non-fire elves, and are particularly hateful and racist against the surena and other water-based races.

Alignment and Religion: Vindelura are naturally aggressive and prone to taking insults too far. In vindelura socieites, they worship deities of anger and hate. They typically are Chaotic Neutral.

Racial Traits

  • Ability Score Modifiers: Vindelura are quick and have forceful personalities. This leads to them being brash due to them lacking a level head. They gain +2 Dexterity, +2 Charisma, and -2 Wisdom.
  • Type: Vindelura are Outsiders with the Native subtype.
  • Size: Vindelura are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Vindelura have a base speed of 30 feet.
  • Languages: Vindelura begin play speaking Elven and Ignan. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Common. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Fire Resistance: Vindelura have Fire Resistance 5. This increases to Fire Immunity however while on the Plane of Fire.

Feat and Skill Racial Traits

  • Scary Demeanor: Vindelura receive a +2 racial bonus on Intimidate checks.

Magical Racial Traits

  • Deep Flame Magic: Vindelura can cast burning hands once per day, using their hit die as their caster level. The save DC is Charisma-based.

Offense Racial Traits

  • Weapon Familiarity: Vindelura are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

  • Low-Light Vision: Vindelura can see twice as far as humans in conditions of dim light.

 

Surena

Physical Description: Surena have teal to navy blue skin, and hair which looks like that of a flowing river. Their clothes are usually fitted to be used in the water as well, some clothes being made from the skins of deep sea creatures such as giant squids or sharks.

Society: Surena society is calm, collected, and focuses on the betterment of oneself and the world around them. They have kind hearts, and if a surena sees someone struggling to swim out in the ocean, more often than not they will go to help them.

Relations: Surena get along with most races which are not outwardly aggressive towards them. Most of the fire-based races dislike surena, as well as standard orcs, goblins, and kobolds.

Alignment and Religion: The surena have level heads, and like to have order and peace. They choose deities of peace, the sea, and serenity. Serena commonly are Lawful Neutral.

Racial Traits

  • Ability Score Modifiers: Surena are quick and perceptive, but have particularly frail bodies. They gain +2 Dexterity, +2 Wisdom, and -2 Constitution.
  • Type: Surena are Outsiders with the Native subtype.
  • Size: Surena are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Surena have a base speed of 15 feet, and a swim speed of 30 feet.
  • Languages: Surena begin play speaking Elven and Aquan. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Common. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Cold Resistance: Surena have Cold Resistance 5. This increases to Cold Immunity however while on the Plane of Water.

Feat and Skill Racial Traits

  • Swim Champion: Surena receive a +2 racial bonus on Swim checks.

Magical Racial Traits

  • Sea Magic: Surena can cast create water thrice per day.

Offense Racial Traits

  • Weapon Familiarity: Surena are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

  • Low-Light Vision: Surena can see twice as far as humans in conditions of dim light.

Other Racial Traits

  • Amphibious: Surena can breathe both water and air.

 

Brakre

Physical Description: The brakre have skin that is shades of brown, silver, and copper. Their hair is the color of their birthstone, They often wear armor, or clothes with scraps of metal or jewels in them.

Society: Brakre have a close-knit society with a focus on guarding the mountain’s rich minerals and the creatures that dwell within the mountain. They don’t accept very many outsiders, and can be a bit xenophobic.

Relations: Though the brakre aren’t racist against any races, they do not like socializing with any races other than their own.

Alignment and Religion: Brakre tend to worship deities of artifice, or anything to do with earth and stone. They are commonly Neutral.

Racial Traits

  • Ability Score Modifiers: Brakre are strong and hardy, but not very fast. They gain +2 Strength, +2 Constitution, and -2 Dexterity.
  • Type: Brakre are Outsiders with the Native subtype.
  • Size: Brakre are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Brakre have a base speed of 20 feet, and their movement speed is never reduced by armor.
  • Languages: Brakre begin play speaking Elven and Terran. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Common. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Acid Resistance: Brakre have Acid Resistance 5. This increases to Acid Immunity however while on the Plane of Earth.

Feat and Skill Racial Traits

  • Tough Climber: Surena receive a +2 racial bonus on Climb checks.

Magical Racial Traits

  • Earthen Magic: Brakre can cast stone fist once per day.

Offense Racial Traits

  • Weapon Familiarity: Brakre are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

  • Low-Light Vision: Brakre can see twice as far as humans in conditions of dim light.

 

Aunauran

Physical Description: Aunauran have skin as blue as the sky above or as white as the clouds in the sky, and hair like the dark blue night sky. Their clothes tend to be loose and non-restrictive to avoid restricting their flight.

Society: The aunauran do not form any formal societies, preferring to blend in elven and human societies.

Relations: Aunauran like gnomes, halflings, and other elves. They have a particular distaste for the vindelura and other fiery, violent races.

Alignment and Religion: Aunauran prefer to worship deities of the sky, lightning, and stars. They are commonly Neutral Good.

Racial Traits

  • Ability Score Modifiers: Aunauran are smart and friendly, but not very strong. They gain +2 Intelligence, +2 Charisma, and -2 Strength.
  • Type: Aunauran are Outsiders with the Native subtype.
  • Size: Aunauran are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Aunauran have a base speed of 30 feet.
  • Languages: Brakre begin play speaking Elven and Terran. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Common. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Electricity Resistance: Aunauran have Electricity Resistance 5. This increases to Electricity Immunity however while on the Plane of Air.

Movement Racial Traits

  • Flight: Aunauran have a 30 ft. fly speed with average maneuverability, and a +2 bonus on fly checks.

Magical Racial Traits

  • Air Magic: Aunauran can cast alter winds once per day, using their hit die as their caster level. The DC is Intelligence based.

Offense Racial Traits

  • Weapon Familiarity: Aunauran are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

  • Low-Light Vision: Aunauran can see twice as far as humans in conditions of dim light.

 


Dwarves

Dwarves include Garhask (Fire Dwarves), Relisk (Water Dwarves), Hashkor (Earth Dwarves), and finally Avasker (Air Dwarves).

Garhashk

Physical Description: Garhashk are just has short and stout as regular dwarves, though they have skin like cooling embers, and hair like the white hot flame of a forge.

Society: The garhashk have militaristic societies which make weapons of war. Their weapons are particularly great, and are sought after by kings and other royalty.

Relations: Garhashk dislike any race that isn’t dwarven, and because of this any races that aren’t dwarven tend to dislike garhashk.

Alignment and Religion: Garhashk tend to worship deities of war, valor, and smithing. They are commonly Neutral.

Racial Traits

  • Ability Score Modifiers: Garhashk are tough and have forceful personalities, though they aren’t very intelligence.. They gain +2 Constitution, +2 Charisma, and -2 Intelligence.
  • Size: Garhashk are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Garhashk are Outsiders with the Native subtype.
  • Base Speed: (Slow and Steady) Garhashk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Garhashk begin play speaking Dwarven and Ignan. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Common, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Feat and Skill Racial Traits

  • Weaponsmith: Garhashk gain a +2 racial bonus on Craft (Weapons) checks.
  • Weapon Master: Garhashk gain exotic weapon proficiency as a bonus feat. This exotic weapon is chosen at 1st level and cannot be changed afterwards.

Senses Racial Traits

  • Darkvision: Garhashk can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Massive Hatred: Garhashk gain a +1 bonus to attack and damage against a single humanoid subtype.
  • Weapon Familiarity: Garhashk are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

 

Relisk

Physical Description: Relisk have skin like that of the deep rocks within the sea, and hair which resembles a strong current of water.

Society: Relisk choose not to form societies in favor of living solitary lives deep in the sea.

Relations: The relisk aren’t very sociable like their dwarven brethren and thus are difficult to get along with, however other races don’t hold grudges with relisk due to their lack of presence.

Alignment and Religion: Relisk tend to worship deities of water, peace, and serenity. They are typically Chaotic Good.

Racial Traits

  • Ability Score Modifiers: Relisk are strong and smart, but have trouble keeping up in a conversation. They gain +2 Strength, +2 Intelligence, and -2 Charisma.
  • Size: Relisk are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Relisk are Outsiders with the Native subtype.
  • Base Speed: (Slow and Steady) Relisk have a base land speed of 20 feet and a base swim speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Relisk begin play speaking Dwarven and Aquan. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Common, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Feat and Skill Racial Traits

  • Strong Swimmer: Relisk gain a +2 racial bonus on swim checks, and do not apply the armor check penalty from armor onto swim checks.

Senses Racial Traits

  • Darkvision: Relisk can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Water Soul: Relisk gain a +1 bonus to attack when within 60 ft. of a body of water.
  • Underwater Combatant: Relisk count as having freedom of movement cast upon them when engaging in combat in bodies of water.
  • Weapon Familiarity: Relisk are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Other Racial Traits

  • Amphibious: Relisk can breathe both water and air.

 

Hashkor

Physical Description: Hashkor have skin like mithral and adamantine in color, and hair that spans the entire range of metals and jewels.

Society: Hashkor live in a mining society with an economy based entirely upon gems and precious metals. In the event of an emergency, the first thing they are instructed to do is protect the minerals with their lives.

Relations: The hashkor rarely associate with those outside of their society, and thus they are usually unable to socialize with those who aren’t already in their cities.

Alignment and Religion: Hashkor tend to worship deities of the earth, artifice, and protection. They are commonly Chaotic Neutral.

Racial Traits

  • Ability Score Modifiers: Hashkor are incredibly hardy, but harsh and slow. They gain +4 Constitution, -2 Dexterity, and -2 Charisma.
  • Size: Hashkor are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Hashkor are Outsiders with the Native subtype.
  • Base Speed: (Slow and Steady) Hashkor have a base land speed of 20 feet and a burrow speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Hashkor begin play speaking Dwarven and Terran. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Common, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Feat and Skill Racial Traits

  • Dungeon Dweller: Hashkor gain a +2 racial bonus on knowledge (dungeoneering) checks.
  • Underground Combatant: Hashkor take no penalties for moving through mountain and rocky terrain that may impede movement.

Senses Racial Traits

  • Darkvision: Hashkor can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Ground Strike: Hashkor gain a +1 bonus to attack when both them and their enemy are standing upon flat ground..
  • Weapon Familiarity: Hashkor are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

 

Avasker

Physical Description: Avaskers have light skin tones like that of a bright blue sky, and hair that are the colors of songbirds.

Society: Avaskers have small towns with very unorganized societies, due to the avaskers decide to blend into dwarven and human societies.

Relations: The avaskers try to get along with all races, not just other dwarves unlike their other planar dwarven races.

Alignment and Religion: Avasker tend to worship deities of justice and the sky. They are commonly Neutral Good.

Racial Traits

  • Ability Score Modifiers: Avasker are quick and wise, but not very strong. They gain +2 Dexterity, +2 Wisdom, and -2 Strength.
  • Size: Avasker are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Avasker are Outsiders with the Native subtype.
  • Base Speed: (Slow and Steady) Avasker have a base land speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Avasker begin play speaking Dwarven and Auran. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Common, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Feat and Skill Racial Traits

  • Swift Flight: Avasker gain a +2 racial bonus on fly checks.
  • Unhindered Flight: If an Avasker has only moved half of their fly speed during their movement, they are unaffected by any wind-based penalties to flight.

Senses Racial Traits

  • Darkvision: Hashkor can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Areal Attack: Avasker gain a +1 bonus to attack when they are in the air.
  • Weapon Familiarity: Avasker are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Movement Racial Traits

  • Flight: Avaskers have a 30 ft. fly speed with average maneuverability.

 


Halflings

Halflings include Merin (Fire Halflings), Ulwern (Water Halflings), Irvenka (Earth Halflings), and finally Mila (Air Halflings).

Merin

Physical Description: Merin are just as short as their halfling cousins but they have red skin, and hair that varies between white, black, and a dark maroon. They have wide grins and crazed eyes.

Society: The merin tend to lurk in human and halfling societies as pranksters and thieves, using their guile to their advantage.

Relations: Merin dislike everything and everyone, save for other merin. Because of this, most other races dislike the merin. Particularly racist cultures use merin as an example of their hatred towards halflings.

Alignment and Religion: Merin tend to worship deities of fire, trickery, and thievery. They are commonly Lawful Evil.

Racial Traits

  • Ability Score Modifiers: Merin are surprisingly strong for their size, and have a way with words. Despite this, they are very impulsive. They gain +2 Strength, +2 Charisma, and –2 Wisdom.
  • Size: Merin 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.
  • Base Speed (Slow Speed): Merin have a base speed of 20 feet.
  • Languages: Merin begin play speaking Halfling and Ignan. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Common, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Trickery: Merin gain a +2 racial bonus on steal and dirty trick combat maneuvers, as well as gaining a +2 CMD vs. these maneuvers.
  • Fiery Luck: Merin receive a +2 luck bonus on reflex saves.

Feat and Skill Racial Traits

Offense Racial Traits

  • Weapon Familiarity: Merin are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits

  • Slick Tongue: Merin receive a +2 racial bonus on Bluff checks.

 

 

Ulwern

Physical Description: Ulwern have light blue skin that is reflective in the sunlight much like the sea. Their hair is white and light pink like seashells found around the beach.

Society: Ulwern have no society, choosing to live with other humans and halflings.

Relations: The ulwern are romantic, and are kind in their demeanor. Because of this, most races find no issue with the ulwern and allow their company, however a select few such as orcs and giants harbor ill-feelings towards the ulwern.

Alignment and Religion: Ulwern tend to worship deities of love, art, and romance. They are commonly Chaotic Good.

Racial Traits

  • Ability Score Modifiers: Ulwern are quick and have a way with words, but not a way with math. They gain +2 Dexterity, +2 Charisma, and –2 Intelligence.
  • Size: Ulwern 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.
  • Base Speed: Ulwern have a base speed of 30 feet and a swim speed of 40 feet.
  • Languages: Ulwern begin play speaking Halfling and Aquan. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Common, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Flowing Movement: Ulwern gain a +10 ft. bonus to all of their movement speeds (already factored in above).
  • Flowing Luck: Ulwern receive a +2 luck bonus on will saves.

Movement Racial Traits

  • Flowing Movement: Ulwern gain a +10 ft. bonus to all of their movement speeds (already factored in above).

Feat and Skill Racial Traits

Offense Racial Traits

  • Weapon Familiarity: Ulwern are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits

  • Doggy Paddle: Ulwern receive a +2 racial bonus on Swim checks.

Other Racial Traits

  • Amphibious: Ulwern can breathe both water and air.

 

 

Irvenka

Physical Description: Irvenka have bronze or silver skin, and hair the shade of smooth marble.

Society: Irvenka have small tribes where they gather together in order to pool their resources and talents together, but otherwise they tend towards halfling and human societies.

Relations: The irvenka like to keep to themselves, and thus aren’t viewed very well by other races, as the other races see them as being grumpy and lacking the wit of their other halfling brethren.

Alignment and Religion: Irvenka tend to worship deities of stone, artifice, and constructs. They are commonly Lawful Neutral.

Racial Traits

  • Ability Score Modifiers: Irvenka are hardy and smart, but lack their brethren’s humor and wit. They gain +2 Constitution, +2 Intelligence, and –2 Charisma.
  • Size: Irvenka 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.
  • Base Speed: Irvenka have a base speed of 20 feet, but their movement speed is never reduced by armor or encumbrance.
  • Languages: Irvenka begin play speaking Halfling and Terran. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Common, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Rock Solid: Irvenka gain a +2 natural armor bonus to AC.
  • Hard Luck: Irvenka receive a +2 luck bonus on fortitude saves.

Feat and Skill Racial Traits

Offense Racial Traits

  • Weapon Familiarity: Irvenka are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits

  • Uncertainty: Irvenka receive a +2 racial bonus on Sense Motive checks.

 

 

Mila

Physical Description: Mila have dark blue skin like the night sky above, and hair that is black with speckles of white resembling the stars in the dark.

Society: Mila do not fit very well into societies, and thus tend to live as hermits.

Relations: Mila get along with the Merin but their alliances don’t last very long as both races try to backstab each other, often at the same time.

Alignment and Religion: Mila tend to worship deities of hatred, destruction, and the stars. They are commonly Neutral Evil.

Racial Traits

  • Ability Score Modifiers: Mila are incredibly fast, but not very strong. They gain +4 Dexterity, and –2 Strength.
  • Size: Mila 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.
  • Base Speed: Mila have a base speed of 20 feet.
  • Languages: Mila begin play speaking Halfling and Auran. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Common, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Air Dodge: Mila gain a +1 dodge bonus to AC.
  • Lucky Defenses: Mila receive a +1 luck bonus to AC.

Movement Racial Traits

  • Flight: Mila gain a 60 ft. fly speed with average maneuverability.

Feat and Skill Racial Traits

Offense Racial Traits

  • Weapon Familiarity: Mila are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.