FASCRIP style races

Dwarves

My dwarves are pretty much the same as the book’s.

-1 agi
+1 con
+1 psy

(Since I don’t usually use them in my campaign, I’m not listing the rest. Assume they have the rest but substitute my ability score changes)

Elves

All elves are very close to Nature. The Gold elves are more into books & languages, histories & architecture. Silver elves are very into magic & mysticism.

Sun/Gold elves

With skin more deep than fair, & often dark hair to match, the gold elves stand out next to their paler brethren to the North. Within their massive Crystal Spire & luminous libraries, the Gold Elves study & preserve.
Skin: from a brown so dark it appears almost black, to medium chocolate
Hair: the same, & it is common for gold or topaz strands to appear on the head.
Eyes: obsidian to cafe au lait, largely shades of brown & yellow.

Ability score adjustments:
-1 str
+1 rea
+1 fin

Medium: Gold elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gold elves have a base speed of 30 feet.
Low-light vision: Gold elves have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these circumstances.
Light of the Sun: Gold elves are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Gold elves with Reason 0 or higher may use light at will as a spell-like ability, & the light it casts is red, orange, or yellow hued like the sun. Gold elves do not need to touch whatever it is they are brightening.
Studious mind: Gold elves receive a +2 racial bonus on Knowledge (history) & any one other Knowledge skill.
Crystal affinity: Gold elves have an affinity with crystals. They receive +2 to any check involving crystals, & they also always have a heartcrystal they carry with them as a sort of token of home. Crystals mean a lot to the gold elves, & some magic-users enchant this crystal. Naturalists can use this as their primal focus.
Keen Senses: Gold elves receive a +3 racial bonus on Perception skill checks.
Languages: Gold elves can begin play speaking Common and Elven (gold).

Moon/Silver elves

The silver elves tend to live near water, different from their high-living Gold elf cousins to the west. Everything is humid & hot, & a silver elf tends to be draped in colorful light fabrics. Their land is diverse, but they all tend to live near the great river that sustains them, & the delta is most important to them.
They have a tradition of magic, lives devoted to it. Many Mystic schools are in their land.
Skin: from light brown to pale coffee
Hair: often much darker than the skin, but not always. The hair goes through a “silvering” in wet seasons, where it is quite metallic looking.
Eyes: brown, green, purple, silver.

Ability score adjustments:
-1 con
+1 psy
+1 fin

Medium: Silver elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Silver elves have a base speed of 30 feet.
Elvensight: Silver elves have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.
Magic mind: Silver elves gain a +2 racial saving throw bonus against necromancy spells and effects. In addition, silver elves receive a +2 racial bonus on Spellcraft & Knowledge (arcana) checks.
They also gain a +1 to the DC of spells they cast from any school of their choice (abjuration, enchantment, etc), OR an addition +2 to save from any school of magic of their choice. (This can stack with the bonus against necromancy that all Silver elves get).
Spirit of the Waters: Silver elves have adapted to life in tune with the sea & along the reedy depths of wild rivers & in the delta. They gain a +4 racial bonus on Swim checks, & can always take 10 while swimming.
Keen Senses: Silver elves receive a +3 racial bonus on Perception skill checks.
Languages: Silver elves can begin play speaking Common, Elven (silver), & Aquan.

Star/Jade elves

The Jade elves live in jungles far from the rest of civilization. Donned in feathers & facepaints, & simple fabrics, they live among the trees & vines in the lush expanse. The central city is said to be full of ziggurats & markets & beautiful stonework, but not all the Jade elves live there.
In the high mountains, they grow food, don ponchos & ride aplacas & condors (good idea for Naturalist companions). In the lowlands, they forage & hunt, wearing little for the drowsy heat.
Skin: Deep warm tones of sienna to light cocoa.
Hair: any. haircolor is diverse among them, but darker hair is most common.
Eyes: black, brown, green, copper, bronze.

Ability score adjustments:
+1 int
+1 agi

Medium: Jade elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Jade elves have a base speed of 30 feet.
Elvensight: Jade elves have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.
Nature Lore: Jade elves receive a +2 racial bonus on Knowledge (nature) & Survival checks. At home in the forest, & in tune with the stars above, the Jade elves possess an intimate understanding of the ways of nature.
Keen Senses: Jade elves receive a +4 racial bonus on Perception skill checks.
Languages: Jade elves can begin play speaking Common & Elven (jade).
Jade Elves gain the benefits of the Animal Affinity feat for free.

Cloud/grey elves

Grey elves love to watch diversity & variety play out before them, enjoying experiences. They live in colder lands than the other elves, though there are summers as well. They do not have any large cities of their own, rather fitting inside other towns, or living in their own small villages of wigwam-like huts. Typical clothing of a grey elf is the skins of an animal, never dyed but often beaded.
Skin: Much lighter than the others, & always with a whitish or even greyish hint.
Hair: any
Eyes: any

Ability score adjustments:
-1 con
+1 psy
+1 agi

Medium: Grey elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Grey elves have a base speed of 30 feet.
Low-light vision: Grey elves have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these circumstances.
Dreamspeaker: Grey elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Also, grey elves have the ability to tap into the power of sleep, dreams, and prescient reverie. They add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, grey elves with a Psyche of 2 or higher may use dream once per day as a spell-like ability (caster level is equal to the grey elf’s character level).
Diverse upbringing: Grey elves receive a +1 racial bonus to Knowledge (nature) & Survival checks, as well as a +2 to Sense Motive. In addition, they gain a +1 to Fortitude saves.
Dreamer: Grey elves channel their affinity with dreams & divination into art. Gain a +2 to any one craft or perform skill.
Keen Senses: Grey elves receive a +3 racial bonus on Perception skill checks.
Languages: Grey elves can begin play speaking Common & Elven (grey).

Gnomes

They originated on an island off the coast of Corymb. They range in hue from dull green to vibrant pink.

Ability score adjustments:
-1 str
+1 con
+1 psy

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Psyche of 1 or higher also gain the following spell-like abilities:
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals.
The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Psyche.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Languages: Gnomes can begin play speaking Common, Gnome, and Sylvan.

Half-elves

Ability score adjustments:
This depends on what sort of half-elf. You take away the penalty & one of the +1s, & keep the other +1 as a bonus. In the case of Jade elves, where there is no ability score penalty, you simply choose one of the bonuses to keep. The rest of the bonuses depend on where they were raised, etc.

Medium: Half-elves have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: (Keep in mind this elven immunity may be different depending on race of elf) Half Gold elves receive Light of the Sun gold elf racial trait. Half Silver elves receive Magic Mind silver elf trait. Half Jade elves receive Elvensight & 1 extra Perception bonus (3 total). Half Grey elves receive Dreamspeaker racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. (Half jade elves receive +3)
Languages: Half-elves can begin play speaking Common and Elven (of their half-race, or where they grew up). (if their backstory makes sense for them to know both)

Halflings

Ability score adjustments:
-1 str
+1 agi
+1 fin

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Languages: Halflings begin play speaking Common and Halfling.

Half-orcs

-1 psy
+1 str
+1 con

They also have scent as a racial ability. (I don’t use half-orcs in my campaigns, usually, but I leave up this basic sum up just in case, & to show what I’d substitute. Keep everything else from the Corebook except my adjustments to ability scores get used in place of theirs)

Humans

Ability score adjustments:
+1 to any one ability score

Movement: 30 ft.
Size: medium (no bonus or penalty)
Bonus feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking common (variety inserted here). See the [Languages guide].

Humans come from a variety of places & are a very diverse race, full of different langauges, colorings, & cultures.

The Seapeoples

(Seaperson singular)
Ability score adjustments:
+1 agi
+1 con
+1 int

Movement: Finned form: base land speed (5 feet), swim (50 feet) Legged form: 20 ft land speed.
AC Bonus: +2 natural armor.
Aquatic: Merfolk are aquatic and can breathe water. They are amphibious, but prefer not to spend long periods out of the water.
Senses: Sea people have darkvision 90 ft.
Languages: Merfolk begin play speaking Common and Aquan.
Seasense: Seapeoples receive a +2 racial bonus to Perception checks to notice details and peculiarities about water, such as strange pollutants (including poison and diseases), approximate depth, temperature, pressure, and the like. A seaperson can intuit depth much as a human has an instinctive sense of which way is up.
Other: Sea people have +8 to swim, +10 in finned form.
They have +2 to Perception.
Sea people can speak telepathically, but cannot read minds (therefore, if speaking telepathically to another creature that isn’t telepathic, they can’t “hear” what that other person is thinking. They can send & receive, but the non-telepathic brain isn’t capable of sending back to them.

Legs: The mysterious seapeople, who have recently returned to the world after disappearing centuries ago in the legends of various cultures, can alter their form. They can do so & back a number of times per day per level (if using a level system of the game). When shifted this way, they lose their agi bonus but retain the other two. It lasts until used to shift back (which would count as a use for the day). (For example, on Monday, Cora the seaperson sprouts legs. She is level 1. She waits until Wednesday to go back to her finned form, but now she must wait until Thursday to shift them into legs again.) If it is incredibly dry (deserts, long arid winter) the sea person will need to be in water. If not attended to after a certain amount of hours equal to the seaperson’s CON score + level, they will pass out & revert to their real finned form. This is dangerous for a seaperson, & only the brave or foolish travel far from the water or wet places. (Wet places like the jungles or the home of the Silver Elves are very welcoming to the People of the Sea)

FASCRIP style races

Time will Remember Hinhan