Bangaa
- +2 Strength, -2 Wisdom. Bangaa are powerfully built, but often make rash and foolish decisions.
- Medium: As Medium creatures, bangaa have no special bonuses or penalties due to their size.
- Bangaa base land speed is 40 feet.
- Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a bangaa for 1 round. In addition, bangaa suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
- Poor Vision: Bangaa receive a -2 racial penalty to all Spot checks. Bangaa are known to have poor eyesight in nearly all conditions.
- +2 racial bonus on Fort saves against all poisons and diseases. Bangaa have advanced immune systems.
Automatic Languages: Common, Bangaaese.
Favored Class: Fighter, Ranger.
Garif
- +2 Wisdom, -2 Strength. Garif can comprehend a great deal, but lack powerful physical bodies.
- Medium: As Medium creatures, garif have no special bonuses or penalties due to their size.
- Garif base land speed is 30 feet.
- Spear Mastery: All garif are proficient with the javelin, longspear, shortspear, and spear regardless of class, furthermore all garif receive a +1 racial bonus to attack rolls when using any those weapons.
- Folk Lore: Garif receive a +2 racial bonus on all Knowledge (Nature) and Knowledge (Ancients) checks. Garif tradition teaches the ways of nature as well as the old legends of the Ancients.
- +2 racial bonus on all Survival checks. Garif have the natural ability to be able to survive off of the raw land.
- Garif Mask: Garif receive a -2 racial penalty on all Diplomacy checks, however individuals attempting Sense Motive checks against a garif receive a -2 circumstance penalty to that roll. Garif are crafted masks that cover their faces from the day they are born to the day that they die. These masks are an ancient part of garif culture and it is considered a grave dishonor to lose this mask.
Automatic Languages: Common, Garifi.
Favored Class: Druid, Ranger.
Hume
- Medium: As Medium creatures, humes have no special bonuses or penalties due to their size.
- Hume base land speed is 30 feet.
- 1 extra feat at 1st level. Humes are quick to master specialized tasks and are varied in their talents.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level. Humes are versatile and capable.
- Politically Informed: Humes receive a +2 racial bonus on all Diplomacy checks when dealing with other races and humes from other regions. Humes also receive a +2 racial bonus on all Knowledge (Politics) checks. Humes naturally take a deeper interest in the world around them, this also allows for a better understanding of other races and customs.
Automatic Languages: Common.
Favored Class: Any.
Moogle
- +2 Intelligence, +2 Charisma, -2 Strength, -2 Constitution. Moogles tend to be very bright and have the innate ability to get along with other easily, however they are not very strong and are often quite fragile.
- Small: As Small creatures, moogles gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but moogles use smaller weapons than medium creatures and her 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.
- Flight (Ex): Moogles have a flying speed of 30 feet with poor maneuverability, as long as they do not carry more than a Medium load, are not wearing Heavy armor, and are not fatigued or exhausted. A moogle’s small bat-like wings only have a span of 2 1/2 feet.
- Good Merchant: Once per day, a moogle may reroll any one Appraise or Diplomacy check. The results of the second roll must be taken regardless of its outcome. Moogles are known to be talented in both civil conversation and the art of determining the worth of materials, however that is not to say they never fail at doing either properly.
- Arcane Talent (Ex): All arcane spells cast by a moogle have their DC increased by 1. Moogles have natural arcane capability, and their spells tend to be slightly more difficult to resist.
- +2 racial bonus on all Knowledge (Arcana) checks. Moogles seem to have a knack for knowing about arcane magic.
Automatic Languages: Common, Moogle.
Favored Class: Wizard.
Nu Mou
- +2 Wisdom, -2 Constitution. Nu mou are very understanding, but their bodies are easy to break.
- 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 medium armor.
- Powerful Healing (Ex): All divine healing spells cast by a nu mou are cast at a +1 caster level (much like the Healing domain ability). If a nu mou cleric chooses Healing as their domain both effects stack. Nu mou healers are renowned for their natural ability to empower the healing spells they cast.
- Magical Prowess: Nu mou receive a +2 racial bonus on all Concentration checks when trying to resist spell failure while casting a spell. Nu mou also receive a +2 racial bonus on all Spellcraft checks. Nu mou are well known to be able to pull off their magics even while under large amounts of stress. Nu mou are also talented in identifying magics cast around them.
- +2 racial bonus on all Knowledge (Religion) checks. Nu mou society is highly religious and thus nu mou are taught of religion at a young age.
Automatic Languages: Common, Nu Mou.
Favored Class: Cleric.
Seeq
- +2 Constitution, -2 Dexterity. Seeq are known for their hardy bodies, but not for their agility.
- Medium: As Medium creatures, seeq have no special bonuses or penalties due to their size.
- Seeq base land speed is 20 feet. Seeq have shorter legs and move at a slightly slower pace, but seeq can move at this rate even while wearing medium armor.
- Stability: Seeq are exceptionally stable on their feet. A seeq gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
- Natural Grapplers: Seeq are treated as one size category larger when making grapple checks. Seeq are naturally great grapplers, they can handle an enemy very well.
- +2 racial bonus on all Appraise checks. Seeq are knowledgeable in the worth of valuables.
- +2 racial bonus on saving throws against magical spells and spell-like abilities. Seeq tend to be resistant against spells.
- +2 racial bonus on saving throws against poisons and diseases. Seeq have developed a resistance to most poisons and diseases.
Automatic Languages: Common, Seeq.
Favored Class: Barbarian.
Viera:
- +2 Dexterity, -2 Constitution. Viera are quick and graceful, but their bodies cannot take punishment.
- 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. Viera retain the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Viera receive the Martial Weapon Proficiency feats for the longbow (including composite longbow) and shortbow (including composite shortbow) for free. Furthermore, viera receive the Improved Unarmed Attack feat for free as well. Viera are born into a society of martial arts and archery.
- +2 racial bonus on all Listen checks. Viera tend to have larger ears than most other races, this allows them a better sense of hearing.
- +2 racial bonus to all Balance and Tumble checks. Viera naturally have a sense of balance and they tend to be more nimble than other races.
Automatic Languages: Common, Vierian.
Favored Class: Ranger.