Realms of Atrothia: Primary Expansion – Spoilers!

Class Options - Wealth Domain

Granted Powers: Your covetous need to amass wealth and other valuables brings you the lavish rewards you believe are yours by divine right.
Transmute Wealth (Su): Beginning at 1st level, you can transmute gold coins into a proxy for expensive material components and foci. Using this ability is a standard action which provokes attacks of opportunity.  For each 1 gp transmuted, you produce up to 10 gp in an expensive material component or foci. The total gp in expensive material components or foci which can be transmuted per day is equal to 50 gp per cleric level. Any amount of gp may be transmuted at once, however you can never exceed your daily limit. Any expensive material components or foci transmuted in this way are immediately recognizable as worthless proxies, and can be sold for only 1 cp for every 50 gp of transmuted wealth.
Touch of Gold (Su): At 8th level, you can touch a creature and attempt to turn them into a statue made of what appears to be solid gold. Despite their magnificent golden appearance, these statues are actually made of stone. This ability otherwise functions as the flesh to stone spell. The caster level for this effect is equal to your cleric level. The save DC is equal to 10 + half your cleric level + your Wisdom modifier. This ability is usable once per day, plus one additional time per day at 12th level, and every four levels thereafter.
Domain Spells: 1stidentify, 2ndmasterwork transformation, 3rdshrink item, 4thphantom chariot, 5thsecret chest, 6thguards and wards, 7thmage’s magnificent mansion, 8thtrap the soul, 9thwish

Spell Options - Sonic Pulse

School evocation [sonic]; Level bard 5, inquisitor 5, psychic 5, sorcerer/wizard 5, spellsword 5, spiritualist 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect spherical projectile of intensified sound
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You emit a cacophonous pulse of sound which is launched towards one target within range as a ranged touch attack. A creature struck by the pulse is nauseated for 1 round, and takes 1d4 points of sonic damage per level (maximum 15d4). If the Fortitude save is successful, the creature is instead sickened for 1 round, and suffers damage as normal.

Spell Options - Sonic Pulse, Greater

School evocation [sonic]; Level psychic 8, sorcerer/wizard 8, spellsword 8
This spell functions as sonic pulse, except it deals 1d6 points of sonic damage per caster level (maximum 25d6). In addition, if the saving throw is successful, the damage is also reduced to 1d4 points of sonic damage per level (maximum 25d4).

Monstrous Race - Gargoyle

Spectra - Large

Gargoyles are creatures with hard, stone-like skin, and sinister features. Their superior might, and the ability to hold themselves so still they appear to be a statue have long made them welcome guardians for churches, strongholds, and even estates. In fact, their ominous appearances and renown as guardians have made their very image synonymous with protection and driving away intruders, causing statues made to resemble them commonplace in such areas.
Despite their welcome to dwell upon rooftops and territoriality protect their roosts from intruders, there are few who are likely to approach a gargoyle, let alone treat them with the kindness they would another humanoid. This in turn has causes gargoyles to have difficulty fitting in with most cultures, other than to act as overly qualified watchdogs in exchange for food, and other rewards. Occasionally however, a wing of gargoyles will be accepted into the society they have acted as guardians over, almost always proving themselves as capable as any other race in normal societal roles.
Cursed to suffer petrification each day, small wings of gargoyles often work with other races to protect their clutches of eggs during their transformation, however large wings simply work in shifts. A typical gargoyle stands just over 6-feet tall, and weights over 300 lbs.

Standard Racial Traits

Exemplar Levels: 2*
+4 Strength, +2 Dexterity, +4 Constitution, –2 Charisma: Gargoyles are hardy and powerful, however they have difficulty interacting with others due to their sinister appearance.
Monstrous Humanoid: Gargoyles are monstrous humanoids, with the earth subtype.
Medium: Gargoyles are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gargoyles have a base speed of 30 feet.
Climb: Gargoyles have a climb speed of 20 feet, and gain a +8 bonus to Climb skill checks.
Flight: Gargoyles have leathery wings that grant them a fly speed of 60 feet with average maneuverability.
Darkvison (Ex): Gargoyles can see in the dark up to 60 feet.
Accursed Hibernation (Su): Gargoyles are afflicted with a terrible curse, which forces them to turn into a stone statue while resting, as though the spell flesh to stone (CL 20th). This so-called hibernation lasts 8 hours, before the effect is temporarily suspended, and the gargoyle reverts to its living self again. This state of hibernation counts as 8-hours of uninterrupted sleep, except the gargoyle recovers double the normal amount of hit points and ability damage as though receiving long-term care. A gargoyle can stave off hibernation for up to 24 hours before the curse takes hold once again. While it is possible for them to overcome this curse through magic such as break enchantment or remove curse, it is something nearly all gargoyles are forced to live with for the whole of their lives.
Freeze (Ex): Even when wielding weapons or wearing armor a gargoyle can remain so still that it looks to be a statue. They can take a 20 on Stealth checks to hide in plain sight as a statue.
Gliding Wings (Ex): A gargoyle’s wings are not strong enough to take off or hover in place, rather they are adept gliders who can stay aloft indefinitely once airborne. Gargoyles can only use utilize their flight if they leap from a height of at least 20 feet.
Natural Weapons (Ex): A gargoyle has two 1d4 claw attacks, and a 1d6 tail slap attack. These are primary natural attacks.
Stony Flesh (Ex): Gargoyles have tough, rock-like hide, making them resistant to most physical attacks. They gain DR 5/magic, and a +2 natural armor bonus.
Terran Stealth (Ex): Gargoyles gain a +2 bonus on Stealth skill checks. This bonus increases to +6 in stony environs. In addition, it is always considered a class skill.
Languages: Gargoyles begin play speaking Common, and Terran. Gargoyles with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Auran, Celestial, Infernal, and Sylvan.

Exemplar Class Features

Each gargoyle gains their racial traits at the Exemplar levels indicated below.
Base Racial Abilities: Ability Scores +2 Str, +2 Con, –2 Cha; Special monstrous humanoid, medium, normal speed, climb, flight (40 ft., clumsy), darkvision, accursed hibernation, natural weapons, stony flesh (DR 2/magic, +1 natural armor), terran stealth, languages.
Exemplar Level – 1st: Ability Scores +2 Dex, +2 Con; Special flight (50 ft., poor), stony flesh (+2 natural armor).
Exemplar Level – 2nd: Ability Scores +2 Str; Special flight (60 ft., average), freeze, stony flesh (DR 5/magic).

*Monstrous Races are not full strength when they are at 1st character level, instead beginning play with their Base Racial Abilities. To attain all their Standard Racial Traits, they must pursue the Exemplar Primary Class for a specified number of levels, gaining the listed racial abilities in place of the standard class features for those class levels. A Monstrous Race is not required to attain levels of the Exemplar Primary Class, and may retain their Base Racial Abilities during their entire adventuring career without gaining any further Standard Racial Traits.

Monstrous Race - Oni

Oni are evil spirits clad in the flesh of living creatures, the most common of which is the ogre mage, a being who is the embodiment of their race, and synonymous with their name. These fearsome creatures possess the brutish might of an ogre with the magical powers matched by the most formidable of sorcerer. While most commonly found on the borderlands of Xer-Kol and Yokugan acting as warlords for the god of corruption’s Faceless hordes, oni are vile and conniving warmongers.
Despite their well-earned reputation for murder and deceit, some among them find redemption in their long lives, pursuing a path of virtue in an attempt to atone for their lifetimes of misdeeds.

Standard Racial Traits

Exemplar Levels: 8*
+14 Strength, +6 Dexterity, +12 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma: Oni are supernaturally strong, and possess wits to match their ruthlessness.
Outsider: Oni are outsiders with the giant, oni, native, and shapechanger subtypes.
Large: Oni are Large creatures and thus take a –1 size penalty to AC, a –1 size penalty to attack rolls, a +1 size bonus to their Combat Maneuver Bonus and to Combat Maneuver Defense, and a –4 size penalty on Stealth checks. They have a space of 10 feet, and a natural reach of 10 feet.
Fast: Oni have a base speed of 40 feet.
Darkvison (Ex): Oni can see in the dark up to 60 feet.
Low-Light Vision (Ex): Oni can see twice as far as a race with normal vision in conditions of dim light.
Change Shape (Su): Oni can assume the appearance of a humanoid of Small, Medium, or Large size. An oni in humanoid form gains a +10 bonus on Disguise checks made to appear as a humanoid. This ability otherwise functions as alter self or giant shape I except that the oni does not adjust his ability scores.
Hardened Flesh (Ex): Oni have a +5 natural armor bonus.
Martial Familiarity (Ex): Oni are proficient with all martial weapons.
Oni Magic (Sp): Oni are evil spirits clad in the flesh of giants, beings capable of producing a variety of magical effects. They possess the following spell-like abilities: constant—fly; at will—darkness, invisibility; 1/day—charm monster, cone of cold, gaseous form, and deep slumber.
Regeneration (Ex): Whenever an oni suffers hit point damage, including nonlethal damage, his body begins to rapidly heal itself, automatically recovering 5 hit points per round. An oni cannot die as long as his regeneration is functioning, although he continues to accumulate damage, and still falls unconscious as normal when his hit points are below 0. Any amount of acid or fire damage causes the oni’s regeneration to cease functioning for 1 round. During this duration, the oni can die normally. Attacks which do not deal hit point damage cannot be healed by this ability, nor does it restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
Spell Resistance (Su): Oni possess spell resistance equal to 11 + their character level.
Languages: Oni begin play speaking Common, and Giant. Oni with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Celestial, Draconic, Infernal, and Yokugan.

Exemplar Class Features

Each oni gains their racial traits at the level indicated below.
Base Racial Abilities: Ability Scores +2 Str, +2 Con; Special outsider, large, fast, darkvision, low-light vision, change shape (alter self only), regeneration (5 hp/hour), languages.
Exemplar Level – 1st: Ability Scores +2 Str, +2 Cha; Special hardened flesh (+1 natural armor), martial familiarity, oni magic (1/day—darkness, and invisibility).
Exemplar Level – 2nd: Ability Scores +2 Dex, +2 Int; Special SR 6 + character level.
Exemplar Level – 3rd: Ability Scores +2 Con, +2 Wis; Special hardened flesh (+3 natural armor), oni magic (3/day—darkness, and invisibility).
Exemplar Level – 4th: Ability Scores +2 Str, +2 Dex, +2 Con; Special change shape (giant form I), regeneration (1 hp/round).
Exemplar Level – 5th: Ability Scores +2 Str, +2 Con, +2 Cha; Special hardened flesh (+5 natural armor), oni magic (at will—darkness; 1/day—deep slumber, gaseous form, and fly [self only]).
Exemplar Level – 6th: Ability Scores +2 Str, +2 Con, +2 Int; Special SR 11 + character level.
Exemplar Level – 7th: Ability Scores +2 Str, +2 Dex, +2 Wis; Special oni magic (constant—fly; at will—invisibility; 1/day—charm monster, and cone of cold).
Exemplar Level – 8th: Ability Scores +2 Str, +2 Con, +2 Cha; Special regeneration (5 hp/round).

*Monstrous Races are not full strength when they are at 1st character level, instead beginning play with their Base Racial Abilities. To attain all their Standard Racial Traits, they must pursue the Exemplar Primary Class for a specified number of levels, gaining the listed racial abilities in place of the standard class features for those class levels. A Monstrous Race is not required to attain levels of the Exemplar Primary Class, and may retain their Base Racial Abilities during their entire adventuring career without gaining any further Standard Racial Traits.

Primary Race - Giantborn

Metzal - Large (Shadow)

Giantborn are a race of humanoids who trace their origin back to bloodlines of both giants and humans. Known more commonly in the Mogen Wildlands as Tecuani, or as oni-touched in Yokugan, these massive warriors breed true amongst their own kind, but can also be born of purely Mogen parentage or, very rarely, of purely Kjordian or Yokugan parentage. Giantborn of Kjordian or Mogen descent are praised as chosen by the gods and almost always rise to a position of power among their people. Meanwhile, oni-touched of Yokugan descent are considered to have been tainted by evil oni, or been borne to cursed parents. Although oni-touched are accepted by their family and peers, they bear a heavy burden, and are constantly watched for signs of treachery and corruption. They are valued tools in the fight against the tainted lands of Xor-Kel, but are always regarded with suspicion and are never granted leadership roles.
Giantborn desire power and respect, but care little for material wealth or riches. They care greatly about their honour and reputation, and constantly seek to forge themselves into a living legend, worthy of adoration. They strive to accomplish challenging deeds which will be remembered throughout the many Realms of Atrothia for generations to come. Many giantborn aim to ascend to godhood, like Tzal-Akech, the most well-known of their kind to achieve divinity. Their lofty ambitions mean that giantborn are rarely idle. Throughout their lives, giantborn record their deeds upon their flesh with tattoos, and proudly recount their exploits for others to marvel at, making them excellent storytellers, actors, and singers (although they are notoriously poor musicians, capable of playing only the drums with any kind of precision). They are honest to a fault, for they believe they are so great they have no need of lies or subterfuge.
Fearless by nature, giantborn are renowned for their boldness and pride. They consider themselves the greatest race in existence, and nothing can convince them otherwise. Despite their indomitable sense of self, giantborn are rarely considered by those around them to be pompous, for they boast only about their great deeds and accomplishments, and compliment others readily. Coupled with their size and strength, many races, particularly humans, find being in the presence of a giantborn intoxicating. They are, in many ways, larger than life.

Standard Racial Traits

+4 Strength, +2 Charisma, –2 Dexterity, –2 Intelligence: Giantborn are bold, impulsive, and massively muscled, but their physiques are often cumbersome.
Humanoid: Giantborn are humanoids with the giant, and human subtypes.
Large: Giantborn are Large creatures and thus take a –1 size penalty to AC, a –1 size penalty on attack rolls, a +1 size bonus on their Combat Maneuver Bonus and to Combat Maneuver Defense, and a –4 size penalty on Stealth checks. They have a space of 10 feet, and a natural reach of 10 feet.
Normal Speed: Giantborn have a base speed of 30 feet.
Combat Training (Ex): Giantborn gain either Martial Weapon Proficiency, Power Attack, or Weapon Focus as a bonus feat.
Fearless (Ex): Heroic by nature, giantborn gain a +2 bonus on saving throws against fear effects.
Giant Blood (Ex): Giantborn count as both giants and humans for any effect related to race.
Natural Boldness (Ex): Giantborn gain a +2 bonus on Diplomacy and Intimidate checks. In addition, these are always considered class skills.
Thick-Skinned (Ex): Giantborn have a +1 natural armor bonus.
Weapon Familiarity (Ex): Giantborn are proficient with hunga mungas, and shark swords.
Languages: Giantborn begin play speaking Common, and Giant. Giantborn with high Intelligence can choose bonus languages from the following: Draconic, Kjord, Mogen, Orc, Sylvan, and Yokugan.

Primary Race - Hecavus

Verdant - Large (Shadow)
Hecavus are an intelligent, emotionally distant race with magically constructed bodies of living heartwood and iron, given life by the soul of a long-forgotten alien progenitor race with a close connection to the natural world. All hecavus are created within an immense artifact known only as the Forge, found within the heart of their once-lost citadel city of Hecaforge. Emerging fully formed and genderless, hecavus are incapable of biological procreation, and thus have no need for family units or emotional love. Most hecavus believe they are above such concerns and distinctions—they simply are, as they were meant to be.
Hecavus are hardy and healthy. They rarely suffer from illness and disease, tire incredibly slowly, and require neither sleep, nor food to survive. Their metallic exoskeletons protect them from harm, and act as a weapon. This can make them seem invulnerable when compared to other living races, and gives many hecavus a feeling of superiority over the softer, fleshier races around them. However, this does not mean that they are above such concerns. They must drink water in order to survive, and they look much healthier when exposed to frequent sunlight.
Hecavus have inherited the innate connection to the natural world of their alien progenitors, and most prefer the company of plants and animals to that of other humanoids. They are often found in the wilds, living as hermits, tending to delicate ecosystems, or protecting endangered species. They always attempt to live in balance with their environment, and treat their surroundings with respect. Hecavus place little value on personal possessions, often owning only what they need, and giving away or repurposing what they don’t. Greed and pollution are incomprehensible to them, despite how often they might witness it in other races.
Despite being one of the oldest of the known races of Atrothia, the origins of the hecavus are shrouded in mystery. Tales of antiquity speak of an iron hulk falling from the sky, and men with metal flesh and wooden bones pouring forth from within the belly of the beast. Many hecavus believe this iron hulk was in fact Hecaforge, and that the citadel was once some kind of vessel which traversed the stars. However, despite the many explorations into the depths of the citadel, no evidence is yet to confirm these rumors.
For a time, the hecavus flourished. But, over the millennia their population dwindled significantly. They lost control of their lands, and, without the Forge, they were no longer able to create more of their kind. The Forge fell into obscurity, and Hecaforge itself was lost to time. Nearly extinct, those few hecavus who remained spread throughout the world, living in seclusion, alone in the wilds. In time, the Prophet-King Polaris located their lost citadel, and began construction once again. Now the Forge births hecavus once more. Divinium is rebuilt, and the hecavus are once more a common sight throughout the many realms of Atrothia.

Standard Racial Traits

+2 Constitution, +2 Intelligence, –2 Charisma: Hecavus are hardy and smart, but their apparent lack of emotion is unnerving.
Humanoid: Hecavus are humanoids with the hecavus subtype.
Medium: Hecavus are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hecavus have a base speed of 30 feet.
Darkvision (Ex): Hecavus can see in the dark up to 60 feet.
Low-Light Vision (Ex): Hecavus can see twice as far as a race with normal vision in conditions of dim light.
Armored Exoskeleton (Ex): The external layer of a hecavus’ body is comprised of thick metallic plates, which grant a +4 armor bonus to AC. This does not count as wearing armor, rather it is an inherent defense possessed by all hecavus. An armored exoskeleton can augmented with spells and effects such as magic vestment, or enhanced with the Craft Magic Arms and Armor feat, however the hecavus must be present for the duration of the crafting process.
Artificial Recovery (Ex): Healing spells and effects are not as effective when used on hecavus, restoring only half the normal number of hit points, to a minimum of 1. Hecavus can also be healed through spells such as make whole, however such effects are not diminished.
Living Construction (Ex): Although hecavus are humanoids, their bodies are constructed of physical components and living vegetation, and in many ways, they function as constructs and plants. Hecavus count as constructs, humanoids, and plants for any effects related to type. They gain a +4 bonus on saves against death effects, disease, fatigue, exhaustion, mind-affecting effects, necromancy effects, paralysis, poison, and stun. They are not subject to nonlethal damage, are immune to sleep effects, and bleed effects, however they may choose to remain both inactive and immobile for a time to gain some beneficial effect from sleeping, such as regaining spells or class abilities. Hecavus cannot heal damage naturally, and if reduced to 0 or less hit points, immediately fall unconscious and become stable. They remain unconscious in this way until healed to at least 1 hit point.
Metallic Fists (Ex): Nearly the entire body of a hecavus is coated in metallic plating, making them adept at unarmed combat. They gain Improved Unarmed Strike as a bonus feat, and deal damage with their unarmed strikes as though a creature one size category larger than normal (1d4 for a Medium hecavus).
Nature Affinity (Sp): Hecavus have a supernatural connection to the natural world. They can manifest this connection as standard action, creating an effect similar to one of the following spells: alter winds, charm animal, or entangle. The exact effect is selected whenever this ability is used. A hecavus can tap into their nature affinity a number of times per day equal to their Intelligence modifier (minimum 1). The caster level for these effects is equal to the hecavus’ level, and the save DC is equal to 10 + half the hecavus’ character level + the hecavus’ Intelligence modifier.
Soulbound Insight (Ex): The soul which bestows life upon the hecavus’ body grant him bonuses on two particular skills. A hecavus chooses two skills—they gain a +2 bonus on both of these skills. In addition, these are always considered class skills.
Languages: Hecavus begin play speaking Common, and Hecavite. Hecavus with high Intelligence can choose bonus languages from the following: Aklo, Auran, Elven, Gnome, Sylvan, Terran, and Theopian.

Primary Race - Immortis

Lucius - Large (Shadow)

The greasy black skies belched out by the smog-engines of the Hegemony of Kalmarune are rife with energies pulled from the Negative Energy Plane. This planar energy taints the blood of the living populace and afflicts their progeny with necrotic energies. These so-called living dead are immortis, accursed children whose bodies slowly die as they grow older, eventually becoming undead by the age of maturity. Despite their transformation into undead, immortis still possess a mortal soul tethered to their body and manage to retain a vestige of their former self, unlike nearly all other undead in existence.
Immortis are naturally proud and vain. The bodies of immortis never waste away with age, nor do their minds ever falter. They spend their lives untouched by illness and their flesh suffers no blemishes or imperfections. Considered by most to be beautiful, especially as their eternal youth becomes apparent, immortis find themselves objects of both desire and jealousy. As their true immortality becomes apparent, and the people they grew up alongside age and wither, these emotions often turn to anger, with many citizens marking the immortis as unnatural or cursed. This causes some immortis to grow morose and insular.
Despite their immortality and eternal youth, an immortis’ true age is always revealed in their reflection cast in a mirror. As terrifying as their reflections may be, none find it more disturbing than the immortis itself, who can’t help but recoil at the vision. Many immortis are greatly embarrassed by this, and go to great lengths to ensure neither they, nor those around them, ever bear witness to their reflected visage.

Standard Racial Traits

+2 to One Ability Score: Immortis have a varied and versatile background, and get a +2 bonus to one ability score of their choice.
Undead: Immortis are undead, have no Constitution score, and use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. They are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), bleed damage, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, damage to physical ability scores, exhaustion and fatigue effects, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), and death from massive damage. Immortis are immediately destroyed when reduced to 0 hit points or fewer, are harmed by positive energy, healed by negative energy, and are not affected by raise dead and reincarnate spells or abilities. As undead, immortis do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities, such as regaining spells or class abilities.
Medium: Immortis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Immortis have a base speed of 30 feet.
Darkvison (Ex): Immortis can see in the dark up to 60 feet.
Deathly Insight (Ex): Immortis have an uncanny awareness of the movements and attacks of undead and excel at combating them. An immortis gains a +1 bonus on attack rolls and a +2 dodge bonus to AC against creatures of the undead type. In addition, Perception and Stealth are always considered class skills.
Inherited Talents (Ex): An immortis chooses two skills—they are always considered class skills.
Necromatic Affinity (Sp): Immortis add +1 to the DC of any saving throws against necromancy spells that they cast. Immortis with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, disrupt undead, and touch of fatigue. The caster level for these effects is equal to the immortis’ character level. The DC for these spells is equal to 10 + the spell’s level + the immortis’ Charisma modifier.
Resurrection Vulnerability (Su): The connection to the Negative Energy Plane which keeps an immortis’ body animated can be severed with a raise dead spell or similar effect, immediately destroying it (Will negates). Using the spell in this way does not require a material component.
Vestige of Morality (Su): An immortis’ body is animated with necromantic energy from the Negative Energy Plane. His soul remains tethered to his body and clings to the morality he once possessed in life. An immortis is considered an Evil creature for the purposes of interacting with items, spells, spell-like abilities, supernatural abilities, and extraordinary abilities, however his alignment is not otherwise restricted by being undead.
Immortis will recoil from mirrors or strongly presented holy symbols. While these things aren’t truly harmful, they keep them at bay. When recoiling, an immortis must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding an immortis at bay in this manner takes a standard action, however after 1 round, he can overcome his revulsion of the object, and function normally each round with a successful DC 20 Will save.
Languages: Immortis begin play speaking Common. Immortis with high Intelligence can choose any languages they want (except secret languages, such as Druidic).

Primary Race - Minotaur

Minotaur, or Theopian Minotaur as they are more accurately known, are bovine humanoids from the island nation of Theopia. Closely related to their larger, more feral minotaur cousins, Theopian Minotaur are skilled trackers and navigators. Incredibly vain, they hold both strength and cunning to the utmost of importance. Their civilization is rich with an ancient history dating back as far as any human kingdom.
Minotaur believe they are superior creatures, with all other races inferior to them in every way. Rather than responding to such lesser races with hate or violence, they consider them insignificant, and not worth worrying over. They afford other races the same rights and opportunities that minotaur themselves are due, with the full knowledge that even when given every advantage, such beings will never come close to the minotaur’s overwhelming resplendence. This attitude generally leaves them disliked by any non-Minotaur they may encounter. Although they are not xenophobic, they do prefer to live among their own kind.
Minotaur adore art and entertainment. From plays, poems, and music, to pottery, stonework, fashion design, and everything in between, art of all kinds is celebrated. Master artisans are treated with the utmost respect, and many find patrons willing to support their creative endeavors with ease. Minotaur also enjoy competition — both physical and mental. They partake in (and watch) organized sports, tests of skill, strength, speed, and daring, as well as debates, mazes, riddles, and complex games of strategy. Athletes, educators, and philosophers, are highly respected.

Racial Traits

+2 Strength, +2 Intelligence, –2 Charisma: Minotaur are powerfully built and cunning, but also stubborn and vain.
Humanoid: Minotaur are humanoids with the minotaur subtype.
Medium: Minotaur are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Minotaur have a base speed of 30 feet.
Darkvison (Ex): Minotaur can see in the dark up to 60 feet.
Natural Weapons (Ex): A minotaur has a 1d6 gore attack. This is a primary natural attack.
Navigational Expert (Ex): Skilled trackers and navigators, a minotaur gains a +2 bonus on Perception and Survival checks. These bonuses increase to +4 to notice creatures or when tracking. In addition, these are always considered class skills.
Powerful Charge (Ex): When a minotaur makes a charge attack using its gore, the attack instead deals 2d6 plus 1-1/2 times Strength modifier, in addition to the normal benefits and hazards of a charge.
Scent (Ex): Minotaur have the scent universal monster ability.
Thick-Skinned (Ex): Minotaur have a +1 natural armor bonus.
Weapon Familiarity (Ex): Minotaur are proficient with battleaxes, and greataxes.
Languages: Minotaur begin play speaking Common, and Theopian. Minotaur with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Dwarven, Giant, Hecavite, and Terran.

Primary Race - Rabbitfolk

Rose - Large (Shadow)

Quick, clever and quiet, the skittish rabbitfolk keep careful watch on their warrens. More likely to wait in silence and hope enemies pass them by than to needlessly provoke danger, rabbitfolk are cautious and rarely seen. When roused to defend themselves, rabbitfolk prefer ambushes and fast-paced skirmishes, attacking from hiding with lightning fast movements before darting out of sight.

Standard Racial Traits

+2 Dexterity, +2 Wisdom, –2 Strength: Rabbitfolk are physically weak, but nimble and clever.
Humanoid: Rabbitfolk are humanoids with the rabbitfolk subtype.
Small: Rabbitfolk are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus to attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: Rabbitfolk are fast for their size, and have a base speed of 40 feet.
Burrow: Rabbitfolk have a burrow speed of 20 feet.
Bounding Strides (Ex): A rabbitfolk gains a +2 bonus on Acrobatics checks. This bonus doubles on Acrobatics checks made to jump. In addition, a rabbitfolk can attempt to make charge attacks even when the path is obstructed due to creatures, rough terrain, changes in elevation, or other obstacles. To do so, she must make a single Acrobatics check to perform a horizontal jump at any point during the movement, increasing the standard DC by +10. If the check is successful, she can complete the charge as normal. If at least one of the obstacles is a creature, the DC for this Acrobatics check instead increases by an amount equal to the CMD of the creature with the highest CMD in the path of the jump, however the movement does not provoke attacks of opportunity from such creatures if the check is successful. If the rabbitfolk fails to clear all the obstructions in a single bound, her movement immediately stops in the space directly before the given obstruction, and she must succeed at a DC 20 Reflex save to avoid landing prone. If that space is already occupied she automatically fails this saving throw, and lands prone in a random unoccupied adjacent square.
Hare’s Luck (Ex): Rabbitfolk are inexplicably lucky, having a knack for performing extraordinary feats of agility, and making narrow escapes. Once per day as an immediate action, a rabbitfolk may reroll the result of an Acrobatics skill check, or Reflex saving throw. She must take the result of the second roll, even if it is lower, and must decide to use this ability before the results of the initial roll are revealed.
Leaping Strike (Ex): Rabbitfolk gain a +1 bonus on attack rolls made during the same round they have made an Acrobatics check to jump.
Vigilance (Ex): Rabbitfolk are naturally alert, and always ready to avoid dangerous situations. They gain Improved Initiative as a bonus feat, and gain a +2 bonus on Perception and Stealth checks. In addition, these are always considered class skills.
Weapon Familiarity (Ex): Rabbitfolk are proficient with acrobat spears, longbows (including composite longbows), rapiers, and shortbows (composite shortbows).
Languages: Rabbitfolk begin play speaking Common, and can also communicate in Rabbitfolk, a complex non-vocal language which relies on precise movements of the hands, feet, face, and ears. Rabbitfolk with high Intelligence can choose bonus languages from the following: Elven, Gnome, Halfling, Sylvan, and Terran.

Class Archetype - Archmage (Wizard)

Having astutely studied their chosen school to attain absolute mastery in its use, the archmage is capable of preparing these spells at a moment’s notice.
Archmage School: At 1st level, an archmage specializes in one school of magic. Once this choice is made, it cannot be changed. When selecting his archmage school, he must also select two schools of magic to be his forbidden schools. An archmage cannot prepare, or add spells to his spellbook from his forbidden schools. Further, he treats all spells from his forbidden schools as though they were not on the wizard spell list.
An archmage gains access to the arcane school powers corresponding to his archmage school. He receives one additional spell slot of each level he can cast. This additional spell slot can only be used to prepare spells from his archmage school.
As a move action that provokes attacks of opportunity, an archmage can swap a prepared spell for any spell in his spell book. The newly prepared spell must be from his archmage school. He may add metamagic feats to the newly prepared spell as normal, however the final adjusted spell level cannot be higher than that of the original spell. To swap out a spell in this way, an archmage must have his spellbook in hand.
This ability alters arcane school.

Class Archetype - Bushi (Samurai)

The bushi strives to perfect their daisho, a specific pair of inherited weapons, and builds a unique fighting style to complement their use.
Weapon and Armor Proficiencies: Bushi are proficient with all simple and martial weapons, plus the katana, naginata, wakizashi, his specific weapons from his daisho (see below), and with all types of armor (heavy, medium, and light). This replaces the samurai’s standard weapon and armor proficiencies.
Daisho (Ex): Beginning at 1st level, a bushi receives a daisho from his clan, master, sensei, or some other significant source. A daisho consists of two specific masterwork weapons of the bushi’s choosing. Generally, a daisho consists of a katana and wakizashi, however the exact weapons chosen varies widely. A bushi cannot choose firearms to be part of his daisho unless they are considered commonplace in his homeland. Once a daisho is selected, it cannot be changed.
Weapons acquired at 1st level are not made of any special materials. If a weapon does not have a fixed cost, such as a composite longbow, it is only available in the lowest cost version of the weapon. A bushi is always considered proficient in the use of these specific weapons, but not necessarily with other weapons of their type. If either weapon from his daisho is destroyed or lost, he becomes dishonored (see below).
In addition, a bushi can select weapon-specific feats such as Weapon Focus with the weapons from his daisho, even if he is not otherwise proficient with weapons of that type. In such cases, the feat’s benefits only apply to the specific weapon from his daisho, not with all weapons of that type.
At 5th level, a bushi can add additional magic abilities to the weapons from his daisho, as if he had the Craft Magic Arms and Armor feat. He must still succeed on the necessary skill check to enhance these weapons, however unless he possesses the spellcasting requirements, the DC increases as normal. The magic properties of a given weapon enhanced in this way only function for the bushi who owns it, and only while he is not dishonored. If a daisho’s owner dies or is dishonored, these weapons temporarily revert to being ordinary masterwork weapons, until his life or honor are restored as appropriate.
This ability replaces mount.
Daisho Expertise (Ex): At 3rd level, a bushi gains the samurai’s weapon expertise ability, except its benefits apply only to the specific weapons in his daisho. This ability alters weapon expertise.
Fighting Style Feat (Ex): At 4th level, a bushi’s talents with his daisho manifest into a unique fighting style. He gains bonus feats at 4th, 6th, 12th, and 18th levels. These bonus feats are chosen from any one ranger’s combat style, treating his ranger level as his bushi level. He can choose feats from his selected fighting style, even if he does not have the normal prerequisites. The benefits from a bushi’s fighting style apply at all times, even if he is dishonored. This ability replaces mounted archer, and the bonus feats normally attained at 6th, 12th, and 18th levels.
Dishonored: A dishonored bushi loses all his bushi class features except proficiencies, and fighting style feats. He immediately regains his class features, and is no longer considered dishonored if he repairs or recovers his daisho as appropriate.

Class Archetype - Primus (Brawler)

Warriors of the highest degree, the primus is a master of gladiatorial combat, and is capable of defeating their opponents with both skill and spectacle.
Weapon and Armor Proficiencies: Primus’ are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields). This replaces the brawler’s standard weapon and armor proficiencies.
Unarmed Training (Ex): At 1st level, a primus gains Improved Unarmed Strike as a bonus feat, except his unarmed strikes deal damage as though one size category larger than normal (1d4 for a Medium creature).
A primus’ attacks may be with his fists, elbows, knees, feet, or any other suitable appendage. A primus can make unarmed strikes even with his hands full, always applies his full Strength bonus to damage rolls, and can choose to deal nonlethal damage at no penalty. Further, a primus' unarmed strikes are treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that enhance or improve these attacks.
This ability replaces unarmed strike.
Gladiator’s Flurry (Ex): Beginning at 2nd level, a primus gains the brawler’s flurry ability, except he can make attacks using any combination of manufactured weapons, or unarmed strikes. Such attacks made with a two-handed weapon suffer an additional –2 penalty on attacks rolls, unless the weapon possesses the monk special weapon feature. He cannot use natural weapons as part of a gladiator’s flurry. This ability alters brawler’s flurry.
Deadly Finish (Ex): At 4th level, a primus has perfected the art of a killing blow. Whenever he performs a coup de grace, it no longer provokes attacks of opportunity. At 9th level, whenever a primus succeeds on a performance combat check, his weapon gains the deadly special weapon feature for a number of rounds equal to his Charisma modifier. At 13th level, a primus can instead perform a coup de grace as a standard action. At 18th level, a primus can instead perform a coup de grace as a swift action, however only if the target was rendered helpless by an attack made by the primus. This ability replaces AC bonus.
Gladiatorial Spectacle (Ex): At 5th level, a primus becomes adept at turning any battle into a deadly show. He is considered to possess the Dazzling Display feat for the purpose of meeting the prerequisites of performance feats, and gains Performing Combatant as a bonus feat, even if he does not have the normal prerequisites. Further, he gains a +1 bonus on all performance combat checks. At 9th, 12th, and 17th levels, this bonus increases by an additional +1. This ability replaces brawler’s strike.

Universal Archetype - Mage

Focused on attaining a higher understanding of the energies of the cosmos, a mage is a student of the arcane who is able to harness magic.
Magical Companion (Ex): At 1st character level, a mage gains a magical companion to assist him in his pursuit of the arcane. He gains the wizard’s familiar class feature using his character level in place of his wizard level. A mage’s magical companion does not gain the deliver touch spells, and share spells special abilities. This ability replaces all favored class rewards.
Arcane Dabbling (Sp): Beginning at 1st character level, a mage selects a single 1st level wizard spell of his choice. He can cast this spell once per day as a spell-like ability. At 5th level, and every four levels thereafter, he selects a new spell one spell level higher, and may cast that spell as a spell-like ability once per day. All spells selected in this way must be of the same spell school. A mage uses his character level as his caster level for this effect, and the save DC is equal to 10 + the spell level + his mental ability score modifier. He must still provide any material components which are valued at 25 gp or more. This ability replaces the feats gained at 1st, 5th, 9th, 13th, and 17th character levels.

Universal Archetype - Necromancer

Whether descended from a creature with power over death, or apprenticed in the so-called dark arts at a young age, a necromancer is able to control the living dead, and can even raise corpses as undead minions and guardians.
Master of the Dead (Su): At 1st character level, a necromancer gains Command Undead as a bonus feat. He can channel energy a number of times per day equal to 1 + his mental ability score modifier, but only to use the Command Undead feat. Other feats can be taken to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against Command Undead is equal to 10 + half his character level + his mental ability score modifier. This ability replaces all favored class rewards, and the feat gained at 1st character level.
Dead Rising (Sp): Beginning at 5th character level, a necromancer gains the ability to create undead minions as per the spell animate dead. This ability is usable once per day, plus one additional time per day every three character levels thereafter. At 13th character level, he may expend three uses of this ability to instead utilize the spell create undead. At 17th character level, he may expend four uses of this ability to instead utilize the spell create greater undead. A necromancer uses his character level as his caster level for this effect, and must still provide any material components which are valued at 25 gp or more. This ability replaces the feats gained at 5th, 13th, and 17th character levels.

*Similar to class archetypes, in that they replace existing features for other options, universal archetypes replace favored class rewards, feats, and ability score increases normally attained through a character’s level progression. They are therefore available to any character, regardless of class. Just as with standard archetypes, a character may select more than one universal archetype, so long as none of the features they replace are the same.
Some universal archetypes denote a mental ability score, or a physical ability score in their special abilities. Unless this ability score is already specified, you must select one appropriate ability score when selecting the universal archetype, and once selected, it cannot be changed. Appropriate ability scores for physical ability scores are Strength, Dexterity, or Constitution. Appropriate ability scores for mental ability scores are Intelligence, Wisdom, or Charisma.

Universal Archetype - Pugilist

Ai - Large (Shadow)

Focused on delivering well placed blows with fists, feet, or other parts of the body, a pugilist is skilled in unarmed combat.
Pugilism (Ex): At 1st character level, a pugilist gains Improved Unarmed Strike as a bonus feat. If a pugilist already possesses this feat, or gains it at a later date, she instead deals damage with unarmed strikes as though she was one size category larger than normal.
A pugilist’s unarmed strikes may be with her fists, elbows, knees, feet, or any other suitable appendage. She can make unarmed strikes even with her hands full, and can choose to deal nonlethal damage at no penalty.
This ability replaces the feat gained at 1st character level.
Deadly Follow-Up (Ex): Whenever an opponent lowers their guard, or is otherwise unable to fully defend themselves, a pugilist can land a blow to a vital area. Beginning at 5th character level, a pugilist’s attacks with unarmed strikes deal +1d6 precision damage if her target is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious. At 9th character level, and every four character levels thereafter, this precision damage increases by +1d6. This ability replaces the feats gained at 5th, 9th, 13th, and 17th character levels.