The Lore of Jundar Races

The Major Races of Jundar Are as Follows:

Human
When you play a human, you may select your ancestry as well. Humans who define themselves as having a particular background do not change type or subtype, but they do gain the option of selecting a background feat as their human bonus feat at level 1.

The 12 races of human each speak the common language of man, with certain variations of dialect among them (as similar but different as similarity and difference between English in Texas and India):.

Jundar Human Background Feats
Klonn Background—Once per day you can roll a charisma or intelligence based check (skill, ability, or concentration) with advantage (roll two dice and take the better result)
Merkov Background—You gain a + 2 to survival checks and + 1 on Fortitude saves.
Tenris Background—You gain proficiency with the shortbow and battleaxe, and gain plus 1 Dodge bonus to AC versus three creature types of your choice.
Bronar Background—You gain a + 2 on Appraise checks and Craft checks. You also gain a + 2 on Diplomacy checks related to haggling.
Umil Background—You gain a + 2 to swim checks and a + 1 on Fortitude saves.
Zantogaz Background—Choose one—either gain a + 2 to will saves to avoid charm effects or else gain a + 1 to the DC of your charm spells
Armondy Background—You deal +1d4 damage whenever you make a successful charge attack. Treat this damage like precision damage.
Nunwa Background—Once per day you can roll a strength or dexterity based check (skill, ability, reflex save, or attack) with advantage (roll two dice and take the better result)
Olind Background—Once per day as a swift action, you can call upon divine powers to gain SR equal to your 11 + your level for 5 rounds.
Tormon Background—Once per day you can roll a wisdom or constitution based check (skill, ability, fortitude or will save) with advantage (roll two dice and take the better result).
Dalconis Backgroud—Twice per day you can use an immediate action to gain a + 2 dodge bonus to AC.

Elf
There are four types of playable elves. Elves were formerly more like the Grey Elves, but after the Age of Magic passed and as other races entered and began to occupy much of the land, they became someone more akin to humans and less intrinsically powerful. However, the dark elves became bitter at the fading of the elves and meanwhile, there are still pockets of grey elf societies in hidden places.

High Elves—See Standard Pathfinder Rules for starting abilities.

Reputation: Although usually good-natured, high elves tend to be a little sarcastic and sometimes even snotty when dealing with humans and other races.

Grey Elves—This race is a variation of High Elves

Grey Elves differ from high elves in the following respects:

Reputation: Although extremely idealistic and good-natured, grey elf society excludes most non-elves and is perpetually resistant to involvement in human affairs. Even those who break this mold tend to look down upon or be condescending toward non-elves. The grey elves are longer lived than high elves and can still vividly recall the days before men came to Jundar and while they are never going to want to slaughter another people, they don’t have any interest in being one with them either.

Changes to Rules
The standard High Elf rules apply with the following changes and exceptions
Level Adjustment: +2
Spell Focus: Grey Elves also add racial bonus +1 to the DC of any spells they cast
Improved Concentration: Grey Elves add a +2 racial bonus to Concentration checks
Ability Scores: Grey Elves do not take a – 2 to Constitution
Speed: Grey Elves speed is 35 feet
Darkvision 40’: Grey Elves can discern 40 feet even in darkness

Spell-like Abilities (Caster Level Equals Class Levels, DC 10 + Spell Level + Int):
Each of These Are Useful Once per Day and Improved as Levels Advanced
At level 1: Light this upgrades to Daylight at level 5
At level 3: The Grey Elf gains a small amount of healing potency at level 3, but he can choose which spell to cast as a spell-like ability at the time when he chooses to use this power: Cure Light Wounds or Lesser Restoration—this ability upgrades in the following manner: it is usable one per day per 3 levels.
At level 5: Haste may be used as a swift action (only), but spell only lasts for 1 rounds per 5 levels.

Wood Elves—This race is a variation of High Elves

Wood Elves differ from high elves in the following respects:

Reputation: While not normally inclined to evil, wood elf society rejects those who trample the woods and thus excludes most humanoids that are non-elves. Wood elves are a little unfamiliar with how to behave outside of their woodlands, due to non-association.

Changes to Rules
Ability Scores: Wood elves take a -2 to Charisma but do not take a -2 to Constitution.
Wood Elf Magic: Do not receive Elven Magic benefits of High Elves. Instead gain a +1 to caster level when doing polymorph spells. This benefit also impacts level for a druid’s wild shape ability.
Wood Elf Instincts: Wood elves receive racial bonus of +2 on initiative checks.

Dark Elves (Drow)—This race is heavy variation of High Elves

Dark Elves differ from high elves in the following respects:

Reputation: Dark elf society has a sinister reputation for having turned away from the good and worshiping strange spider deities, entangling surface races in slavery beneath the ground, and seeking to coerce or control other races from their underground bastions.

Changes to Rules
The standard High Elf rules apply with the following changes and exceptions
Level Adjustment: +2
Darkvision out to 120 feet. (This trait replaces the high elf’s low-light vision.)
Ability Scores: Dark Elves do not take a – 2 to Constitution, but they do gain a +2 to Charisma
Dark Devotion: Their compacts with evil entities have somewhat lessened the Dark Elves abilities to wield magic, but in return they were able to gain Spell Resistance 11 + class levels
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Dark Elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Proficiency: A Dark Elf is automatically proficient with the hand crossbow, the rapier, and the short sword. (This trait replaces the high elf’s weapon proficiency.)
Bonus Feat: Improved Feint

Spell-like Abilities (Caster Level Equals Class Levels, DC 10 + Spell Level + Int):
Each of These Are Useful Once per Day and Improved as Levels Advanced
At level 1: Dancing Lights
Also at level 1: Faerie Fire
At level 3: Darkness

Half-Elves
This race is handled without much alteration from the standard Pathfinder rules. Half-elves may be simply humans with elf blood in their background or elves with human blood in their background. Some small communities where the races have merged may also exist, but in general, half-elves are a minority of a minority.

Dwarf

Hill Dwarf (mostly as standard Pathfinder Dwarf)
This race is known for being a little less traditional and closely knit versus mountain dwarves. All dwarves crave profits and wealth, and they sometimes seem a little heartless with their concern for wealth. Hill dwarves are very loyal to the friends they make, and fiercely combative towards violent and aggressive creatures and people.

Changes from standard Pathfinder Dwarf:
Hill dwarves lose the +4 dodge bonus versus monsters of the giant subtype, but they gain a racial hatred ability: +1 racial bonus on attack and damage rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +1 racial bonus to AC versus orcs and goblinoids.

Mountain Dwarf (just as standard Pathfinder Dwarf)
This race is known for being a little more insular than hill dwarves. All dwarves crave profits and wealth, and they sometimes seem a little heartless with their concern for wealth. The kings of the mountain dwarves are often more concerned with what happens below the ground than with what happens above it, but they and their clans prove loyal allies when trust is won, but, alas, they bear a grudge for quite some time if trust is lost.

Duergar
Cousins to dwarves, duergar are foul-tempered creatures that loathe intruders to their underground realms—but not nearly as much as they do their kinfolk closer to the surface.

Duergar dwell in communities deep underground, and appear as darker, more twisted versions of their kinder kin. Their skin is a dull gray, as though rubbed with dust or ash, but this is a natural coloration that better allows them to blend with their underground surroundings. They are a race of slavers, but while non-dwarven prisoners are usually put to backbreaking work, dwarven prisoners are generally slain on the spot.

In combat, duergar fire crossbows from a distance, then shift to the warhammer after a few rounds. If outnumbered, or given sufficient threat (and space), a duergar will use its enlarge person ability and begin lashing out at its enemies.

Sometimes called gray dwarves, these evil beings dwell in the underground. Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Level Adjustment: +1
+2 Constitution, +2 Wisdom, –4 Charisma: Duergar are hearty and observant, but also stubborn and belligerent.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Duergar can see in the dark up to 120 feet.
Silent and Stealthy: Duergar gain a +4 racial bonus on stealth checks
Sharp Perception: Duergar gain a +1 racial bonus on perception checks
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Spell-Like Abilities: Duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.

Gnomes (as standard Pathfinder Gnome)
Gnomes in Jundar are a good-humored people with some annoying antics. However, they are impassioned and absurdly fanatical when working. Perhaps that’s why they have such a strange sense of humor and insist on imposing their bad jokes on the world.

Halflings (as standard Pathfinder Halfling)
Halflings in Jundar are often caretakers for animals and drivers for carriages in human cities. Halfling communities exist on their own, in certain regions, where they unfailingly show great care and attention to simple pleasures and agriculture. Some halflings become a little more jaded and end up as thieves or spies for evil forces.

Half-orcs (as standard Pathfinder Half-Orc)
Just as with half-elves, may be simply humans with orc blood in their background or orcs with human blood in their background. Some small communities where the races have merged may also exist, but in general, half-orcs are a minority of a minority.

Several Pathfinder Races by RP

Monsters from Pathfinders

Monsters from 3rd Edition

Caveat: We will have to discuss the proper level adjustment for any type of creature not discussed on this page prior to bringing such a character into the game.

The Lore of Jundar Races

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