You are on page 1of 8

Final Fantasy d20 Races

Aegyl
The aegyl resemble humes, except they have large feathery wings on their back. These wings can come in different colors, from brown to red to black. These wings allow the aegyl to fly with no problems. However, the strain they put on their body means they have the shortest life span of any race in Ivalice, only living for forty years. All aegyl are cold and aloof. They are either incapable at showing emotions, or do not feel them at all. The aegyl are not too keen on other races, since most of the Sky Pirates who arrived either attacked or enslaved them. Aegyl make their home in many stone edifices erected over several of Lemurs's continents. These homes were build by the first generation of aegyl to reach Lemurs following their banishment by the Occuria. Successive generations have elected to inhabit these century-old dwellings rather than construct new ones, an effort made easier by the small aegyl population. According to the Folio, aegyl are mostly vegetarians, the majority of their diet being wild fruits and vegetables. The Damson, a plump red fruit that grows in the Bosco Pampa, appears to be their favorite. Aegyl harvest the waters of Lemurs for native fish, and eggs are also a part of their cuisine. However, other hunting sources are nonexistent, as the Yarhi beasts that would normally yield meat are but illusions, and fade to nothing when killed. Since the climate of Lemurs is mostly tropical, aegyl garb is light and geared for flight. Indeed, most aegyl males do not wear an upper garment, and aegyl armor is likewise sparsely distributed over the aegyl form. As Llyud exemplifies, aegyl jewelry is simplistic, being of lightweight gold and lacking in inlaid jewels. This absence of exquisite garments is yet another indication of aegyl humility. Aegyl Racial Traits +2 Wisdom, +2 Dexterity. Aegyl are very agile and possess an aptitude for tactics. Medium: As Medium creatures, Aegyl have no special bonuses or penalties due to their size. Aegyl base land speed is 30 feet. Wings: Aegyl have a flying speed of 30 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing plate armor, and are not fatigued or exhausted. Automatic Languages: Common and Aegyl.

Al Bhed
Al Bhed differs only slightly from humans; in their bright green eyes with spiral-patterned irises. As a result, they often wear goggles. Another mark of the Al Bhed is that most of them have blond hair. The Al Bhed possess their own language (known as Al Bhed). The Al Bhed pride themselves on the usage of their specialized knowledge of ancient technology which they call "Machina". Al Bhed Racial Traits +2 Intelligence, +2 Dexterity. Al Bhed are very bright, but because of their obsession with forbidden technology, people tend to be cautious of them. Medium: As Medium creatures, Al Bhed have no special bonuses or penalties due to their size. Al Bhed base land speed is 30 feet. Weapon Familiarity: Al Bhed are automatically proficient with Firearms. Racial Skill: Al Bhed gain the Repair skill as a class skill regardless of class. +2 racial bonus on all Knowledge (technology) checks. Al Bhed are intuitive and have an innate understanding of technology. Automatic Languages: Common and Al Bhed.

Bangaa
The Bangaa are a reptilian race, their bodies covered with scales and their ears drooping well below their tapered snouts. If one put asides these physical differences, their intelligence and mannerisms are little different from those of humes. For this reason, they are often considered the race most at home with humes. There are

those humes who do not accept them, typically using the racial slur "lizard man" to demean them... when they are safely out of earshot. Bangaa may live twice as long as the average hume, bearing offspring only infrequently. They are strong, with keen senses of hearing and smell. They speak in guttural tones, lacking the refined vocal organs to articulate themselves as the other races might, which makes it difficult for a bangaa to master any but the most rudimentary of hume magicks. Still, there are some bangaa who become adept mages, wielding powerful magicks unique to their race's reptilian tongue. Bangaa Racial Traits +2 Dexerity, +2 Wisdom. Bangaa possesses formidable agility and a natural insight. Medium: As Medium creatures, Bangaa have no special bonuses or penalties due to their size. Bangaa base land speed is 30 feet. Darkvision: Bangaa can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bangaa can function just fine with no light at all. +2 racial bonus to Perception checks. Bangaa possess acute senses of hearing and sight. Automatic Languages: Common and Bangaa.

Cetra
The Cetra look identical to regular Humes, but possess a unique ability to commune with the planet and to guide the flow of spiritual energy. The Cetra originally migrated from place to place, using their connection with the earth to cultivate life wherever they traveled, and ultimately find their fabled "Promise Land". Cetra Racial Traits +2 Wisdom, +2 Charisma. The Cetra are calm and understanding and makes friends more easily than most. Medium: As Medium creatures, Cetra have no special bonuses or penalties due to their size. Cetra base land speed is 30 feet. +2 racial bonus on all Knowledge checks. The Cetra asks the earth for guidance. Automatic Languages: Common and a bonus language (chosen at 1st level).

Dwarf
Dwarves are known for their skill in engineering, their ability to withstand physical punishment, their knowledge of the earths secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. Dwarf Racial Traits +2 Constitution, +2 Strength. Dwarves are strong and tough but tend to be gruff and reserved. Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing chain or plate armor or whose speed is reduced in such conditions. Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a thief can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a hume can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against Poison and Sap status effects: Dwarves are resistant to toxins. +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal. +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork. Automatic Languages: Common, Dwarven.

Elvaan
The race that benefited most from the end of Tarutaru monopoly of magic was the Elvaan of San d'ria. Having formed two incredibly fearless orders of knights, the Elvaans subjugated just about the whole of the Quon continent. They destroyed beastmen strongholds, and Tarutaru villages were no match for the San d'ria knights anyhow. Sadly for them, the flood of victories came to an end when the Hume and the Galka of Bastok combined their strength and technology against them in the Second battle of Konschtat. Defeated, the proud Elvaan kingdom was unable to not bear the humiliation in peace. The result was internal turmoil and civil war. Gradually the conquered lands slipped away from their rule as well, and the Elvaans retreated to San d'ria. A strong sense of faith and pride means that the Elvaans are essentially an aristocratic race. The Elvaan trait of firm belief makes them admirable models of faith. Not only do they stay clear of questionable activities, they take great pride in their race as well. Both male and female Elvaans are known to be swordsmen of the highest order because of their strength of mind and vitality. Close to the Hume in their looks, the Elvaans usually shun the world of commerce preferring to live by the sword. Physically and mentally the Elvaans are suited to for combat roles. Strong pride and faith aptly add to their excellence in the vocations of Warriors and Monks. Elvaan Racial Traits +2 Wisdom, +2 Strength. Elvaan are very wise and physically strong, but aren't very graceful compared to other races. Medium: As Medium creatures, Elvaan have no special bonuses or penalties due to their size. Elvaan base land speed is 30 feet. Low-light Vision: An elvaan can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. +2 racial bonus on Perception and Search checks. An elvaan who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. An elvaans senses are so keen that he practically has a sixth sense about hidden portals. Martial Background: The Elvaan receives the Weapon Focus feat for free at first level, and may apply it to any single weapon he is proficient in. Automatic Languages: Common, Elvaan.

Galka
Large and hulking, the Galka towers over all the other civilized races of Vana'diel. Notable for their large, vaguely lizardlike tails, great endurance, and the fact that Galka do not reproduce; they either die in battle or accident, or when they reach an old age, wander off on quest. Young galka simply wander into town as a toddler, the reincarnation of those who have died. Young galka rarely remember their former lives. Galka make fierce fighters and are well-known for their metalworking and mining skills. While often thought of as less than mentally agile, many Galka are indeed quite wise and intelligent, though they tend to think things through very deliberately, and not act on impulse. Galka Racial Traits +2 Strength, +2 Constitution. Galka are lumbering brutes, but bulky and intimidating because of their size. Medium: As Medium creatures, Galka have no special bonuses or penalties due to their size.

Galkan base land speed is 20 feet. However, galka can move at this speed even when wearing chain or plate armor or whose speed is reduced in such conditions). Low-Light Vision: A Galkan can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Conditioning: Galka receives the Endurance feat for free at first level. Galka are built for the long run, often working long hours. Weapon Familiarity: Galka treat the Galkan War Pick as a martial weapon, instead of an exotic weapon. +2 racial bonus to Appraise and Craft checks involving metal. The Galka have worked with metals most of their lives. Automatic Languages: Common, Galkan.

Gria
The Gria are a race of winged humanoids distinguished by draconic features and native to the region of Jylland. Despite their outward appearance, Gria are driven by a love for battle and many have fierce competitive spirits. Gria resemble Humes with draconic features. They have pointed ears, slender, upward pointed horns, short, thin tails, and draconic, scaly wings. Their draconic features are usually brown in color, but are sometimes green or red. They typically have red hair and yellow, slitted eyes. Although their limbs look to be slender, Gria possess powerful inner strength and athleticism. Male Gria have longer tails and larger horns and wings than their female counterparts. Gria have a somewhat matriarchal society in that females tend to be more active and outgoing than male members. While male Gria certainly exist, they prefer more peaceful and less dangerous jobs, this doesn't mean that Males don't go out and explore, of course, but a large majority of Gria seen questing are female. Most Gria are fine in the company of other races, their competitive and friendly spirit making them difficult to dislike, but their villages tend to host only members of their race. Gria Racial Traits +2 Strength, +2 Dexterity. Gria are fast and strong. Medium: As Medium creatures, Gria have no special bonuses or penalties due to their size. Gria base land speed is 30 feet. Wings: Gria have a flying speed of 15 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing chain or plate armor, and are not fatigued or exhausted. A grias small batlike wings only have a span of 2 feet. Athleticism: Gria receive a +2 racial bonus on Athletics checks. Gria are naturally fit and nimble. Automatic Languages: Common, Gria.

Hume
Humes in Vana'diel have proven to be the driving force behind both the technological progress of the Republic of Bastok and the unification efforts of the Grand Duchy of Jeuno. Hume Racial Traits +2 bonus to any ability score. Hume characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: As Medium creatures, Hume have no special bonuses or penalties due to their size. Hume base land speed is 30 feet. 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Automatic Languages: Common.

Mithra
Graceful and agile, the feline Mithra hail originally from Khazam, but crossed the great sea to fight the crystal war at the side of the other races of Vana'diel. They currently share the city of Windurst with the Taru-Taru, and most notably the ranks of the Star Sybil's Sybil Guards are drawn exclusively from the Mithra. While Mithra,

like most races, exist as both male and female, male births are exceedingly rare, and as such male mithra are normally kept locked away from the prying eyes of other races, the threats of the world, and indeed other mithra. Thus, male adventuring mithra are so rare as to be unheard of. Mithra are known for their energy and curiosity, and of course for their good-humored mischievous nature. However, they have a very short attention span so they are not keenly studious like the Tarutaru and nor are they totally tilted towards exercise like the Galka. This definite balance makes them good all round characters that can do particularly well in all fields but still never be the best as Mages or Fighters. Mithra Racial Traits +2 Dexterity, +2 Charisma. Mithra are very dexterous and agile. They often make friends due to their friendly nature. Medium: As Medium creatures, Mithra have no special bonuses or penalties due to their size. Mithran base land speed is 30 feet. Low-Light Vision: Mithra can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Claws: Mithra have short retractable claws on their hands which allow them to make hand to hand attacks for lethal damage; this is not the same as improved unarmed feat and they may only make a lethal damage attack with unarmed if at least one hand is free. Using these claws give Mithra a +2 racial bonus on Athletic checks involving climbing. +2 racial bonus on Perception checks. Mithra are naturally alert, and generally have keen senses. Automatic Languages: Common, Mithran.

Moogle
Moogles are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles typically get no taller than 3 to 4 feet. They tend to have small eyes (like moles) and black, red, or purple bat-like wings. Their most distinguishing feature is a single black antenna that sticks up from the head with a small, usually red, ball (or "pompom") at the end. Their ears are usually shaped like a cat's, but sometimes they have longer rabbit-like ears. Most Moogles have white or pink fur. When speaking hume languages, they tend to end their sentences with the sound 'kupo. Moogle Racial Traits +2 Dexterity, +2 Charisma. Moogles tend to be very agile and have the innate ability to get along with others easily. Small: As a Small creature, a moogle gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but he uses smaller weapons than humes use, and his lifting and carrying limits are three-quarters of those of a Medium character. Moogle base land speed is 20 feet. Moogles are small creatures and have trouble keeping up with medium size creatures. Wings: Moogles have a flying speed of 15 feet with average maneuverability, as long as they do not carry more than a Medium load, are not wearing chain or plate armor, and are not fatigued or exhausted. A moogles small bat-like wings only have a span of 2 feet. Good Merchant: All moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Moogles receive a +2 racial bonus on all Appraise checks. Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction. Automatic Languages: Common, Moogle.

Nu Mou
The wise and gentle Nu Mou, a tribe of lop-eared mages and spellcasters, are famous for their thirst for learning and their discovery of the most esoteric of magical rites. They have gray, leathery skin, and long, lop-rabbit ears, often pierced by heavy jewelry. They have snouts, and sport elegantly long tails covered in heavy orange

fur, giving them a bestial cast that doesnt mesh with their cautious, timid ways. The Nu Mou are sagacityembodied scholars who are rarely seen outside of their impressive academic towers, except when working on behest of professors or politicians. They are devoted enough to the ideal of knowledge, power, and education to sacrifice themselves for this cause, if need be. Nu Mou Racial Traits +2 Wisdom, +2 Intelligence. Nu mou are very wise and intelligent. Medium: As Medium creatures, Nu mou have no special bonuses or penalties due to their size. Nu mou base land speed is 20 feet. Nu mou are smaller than humes and have much shorter legs, but nu mou can move at this speed even while wearing chain armor. Low-Light Vision: Nu mou can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. +2 racial bonus to all Knowledge (Religion) and Knowledge (Arcane) checks. Nu mou society revolves around religion and magic. Automatic Languages: Common, Nu Mou.

Qu
The Qus are a race of strange, swamp-dwelling humanoids reputed for their huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life. The Way of the Gourmand defines the life of a Qu. Knowledge, power and personal growth can be attained by eating and discovering new knowledge of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but wont try to understand what is beyond their own limits. They are grounded in reality and wont be impaired by the chaos around them or dramatic events. Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qus faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly colored clothes and cook outfits, and usually weigh about 400 pounds. The Qus are truly affectionate beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (by catching some exotic food, for example.). Qu Racial Traits +2 Constitution, +2 Intelligence. Qus are resilient and smart, but their monstrous appearance make people fearful of interacting with them. Medium: As Medium creatures, Qu have no special bonuses of penalties due to their size. Great Lungs: Qus receive the Endurance feat for free at first level. Strong Stomach: Qus gain a +4 racial bonus to saving throws against Poison and Sap status effects due to their unique biology. Weapon Familiarity: Qu treat the Qu Battle Fork as a martial weapon, instead of an exotic weapon. Skills: Qus gains a +2 racial bonus to Profession (Chef) skill checks. Qus are renown chefs of the culinary world. Languages: Common, Qu.

Ronso
Ronso are a race of many-colored furred lion-like humanoids. Ronso are formidable fighters, being tall and amazingly strong, and are known for their strong sense of honor and loyalty, as well as their pride and quickness to anger. The long, sharp horn sported by all adult male Ronso is a symbol of esteem and a source of great pride. To lose this horn is considered extremely shameful. Ronso Racial Traits

+2 Strength, +2 Dexterity. Ronso are large and powerful, but gruff in demeanor. Medium: As Medium creatures, Ronso have no special bonuses or penalties due to their size. Ronso base land speed is 30 feet. Horn: Ronso can attack with their horn that deals 1d8 points of damage on a successful strike. Low-Light Vision: A ronso can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Arctic Fur: Ronso are immune to environmental damage from cold weather (below 40 degrees). In conditions of extreme cold (below 0 degrees), ronsos suffer the normal conditions for cold weather, not the harsher conditions for extreme cold. +2 racial bonus on all Survival checks. Ronso are hunters and can hunt in the best and worst of weather conditions. Automatic Languages: Common and Ronso.

Seeq
The Seeq are a pig-like race that comes in a variety of colors and sizes. They make a living in Hume societies and make decent go-betweens and peddlers. Many are mistrusted on account of their appearance, mannerisms, and size. But if they are treated correctly, they make loyal friends. They have large, tan bellies, with the rest of their bodies colored in various shades, commonly blue, but some are red, green, yellow, or brown. They have squat faces and snouts with large nostrils, large, pupil-less eyes of varying colors, and large tusks. One of their distinguishing features is their large single horn that protrudes from the top of their heads, sometimes it is a spire, and other times it resembles a knob. They stand on short, thin, but strong legs featuring three cloven toes. Their powerful arms feature two long-talon fingers and a thumb. Physically, it is impossible to distinguish between males and females. But females tend to wear tops, while most males usually only cover their bottoms with ragged skirts or shorts in day to day life, only donning armor for adventuring. Seeq are natural gossipmongers and peddlers. Most living among Hume societies operating bazaar stalls, shops, and taverns. They are treated as lower-class citizens, on the account that most are not very bright and speak crudely and have no table manners and spread rumors and are greedy and etc. Seeq Racial Traits +2 Dexterity, +2 Constitution. Seeq are surprisingly agile and understandably hardy, but not terribly bright and often let their greed get the best of them. Medium: As Medium creatures, Seeq have no special bonuses or penalties due to their size. Seeq base land speed is 30 feet. Hardiness: Seeq receives the Endurance feat for free at first level. Greed: Seeq receive a +2 racial bonus on Diplomacy checks when used to barter for items. Word on the Street: Seeq receive a +2 racial bonus on Gather Information checks. Automatic Languages: Common and Seeq.

Tarutaru
Tarutaru resemble children in size, though this does not reflect their age. In fact, they do not seem to change their appearance at all as they age. The Tarutaru are said to understand the importance of the balance between natural harmony and magic. Tarutaru lack the physical strength and durability of their fellow enlightened races as a result of their racial prejudice towards magical study, but they do control greater reserves of magical power as a result, and are the most studious and intelligent of the races. Tarutaru Racial Traits +2 Intelligence, +2 Dexterity. Tarutaru possesses a keen intellect and nimbleness. Small: As a Small creature, a tarutaru gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, they use smaller weapons than Humes use, and their lifting and carrying limits are three-quarters of those of a Medium character.

Tarutaru base land speed is 20 feet. +1 racial bonus on all saving throws. +2 racial bonus on Knowledge (Arcana) and Spellcraft checks. Tarutaru value knowledge and learning about the field of magic. Automatic Languages: Common, Tarutaru.

Viera
Long of limb and silver-haired with a pair of rabbit ears, the viera are intimately tied to the Wood in which they make their home. Though closely resembling humes in appearance, viera are said to live as much as three times longer. Their senses of sight and hearing are especially acute, allowing them to track prey from a distance of many leagues. The viera listen to the sacred voice of the Woods, and by her voice, learn all that goes on beyond her boundaries. Called the Green Word, it is the law by which the viera live by. Yet for some viera this is not enough. Those who cannot content themselves with the Wood's whispers seek to travel the world of the humes and witness the wonders - and horrors - firsthand. Viera, whose curiosity leads them from the Woods are cast out, never permitted to return. Viera Racial Traits +2 Dexterity, +2 Wisdom. Viera are agile and wise. Medium: As Medium creatures, Viera have no special bonuses or penalties due to their size. Viera base land speed is 30 feet. Low-Light Vision: A Viera can see twice as far as a Hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Ranger Expertise: Viera receives a Weapon Focus feat for free for any one ranged weapon they are proficient in. +2 racial bonus to Perception checks. The viera are naturally alert, and generally have keen senses. Automatic Languages: Common, Vieran.

You might also like