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Races of Lost Golarion

Races are presented without comment. It is up to the GM to decide how a given race may or may not integrate into the Starfinder universe.

Aasimars

Ability Adjustments: +2 to any one ability score
Hit Points: 4

Size and Type: Aasimars are medium outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars gain a +2 racial bonus to Diplomacy and Perception checks.
Halo: As a standard action, Aasimars can manifest or dismiss a halo which sheds light as a beacon, and grants a +2 insight bonus on intimidate checks while manifested.
Celestial Resistance: Aasimars gain a +1 racial bonus to EAC.

Catfolk

Ability Adjustments: +2 Dex, +2 Cha, -2 Wis
Hit Points: 4

Size and Type: Catfolk are medium humanoids with the catfolk subtype.
Low-Light Vision: Catfolk can see in dim light as if it were normal light.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Natural Weapons: Catfolk are always considered armed. They can deal 1d3 lethal slashing damage with their unarmed strike and the attack doesn’t count as archaic. Catfolk gain a unique specialization with their natural weapons at 3rd level, allowing them to add 1½ x their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual.)
Sprinter: Catfolk have a base speed of 40 feet.

Ganzi

Ability Adjustments: +2 Con, +2 Cha, -2 Int
Hit Points: 6

Size and Type: Ganzi are medium outsiders with the native subtype.
Darkvision: Ganzi can see up to 60 feet in the dark.
Skilled: Ganzi have a +2 racial bonus to Sense Motive and Survival.
Maelstrom Resistance: Ganzi gain a +1 racial bonus to EAC and a +2 racial bonus on saves against spells of the transmutation school of magic.
Quibble: Once per day as a reaction, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzi’s influence with a successful Will save (DC = 10 + ½ the ganzi's level + the ganzi's Charisma modifier). This is a curse effect.

Gripplis

Ability Adjustments: +2 Dex, +2 Wis, -2 Str
Hit Points: 2

Size and Type: Gripplis are small humanoids with the grippli subtype.
Natural Climber: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Darkvision: Gripplis can see up to 60 feet in the dark.
Jumper: Gripplis are always considered to have a running start when making Athletics checks to jump.
Agile Tongue: Gripplis have prehensile tongues with a range of 10 feet. A grippli can pick up items of light bulk or less, perform Sleight of Hand checks, or make melee touch attacks with his tongue.

Ifrits

Ability Adjustments: +2 Dex, +2 Cha, -2 Wis
Hit Points: 4

Size and Type: Ifrits are medium outsiders with the native subtype.
Darkvision: Ifrits can see up to 60 feet in the dark.
Wildfire Heart: Ifrits gain a +4 racial bonus to initiative.
Blazing Weapons: Ifrits deal 1 extra point of damage with any weapons they use that deal fire damage.
Spell-like Ability: 1/day: overheat. The caster level for this effect is equal to the ifrit's character level.

Kitsune

Ability Adjustments: +2 Dex, +2 Cha, -2 Str
Hit Points: 4

Size and Type: Kitsune are medium humanoids with the kitsune and shapechanger subtypes.
Low-Light Vision: Kitsune can see in dim light as if it were normal light.
Change Shape: A Kitsune can assume the appearance of a specific single human form. The kitsune always takes this specific form when she uses this ability. A kitsune in human form gains a +10 racial bonus on disguise checks made to appear human. Changing shape is a standard action.
Agile: Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Magic: Kitsune gain the following spell-like abilities: At will: dancing lights. 1/day: wisp ally. The caster level for these effects is equal to the kitsune’s character level.

Kobolds

Ability Adjustments: +2 Dex, +2 Int, -2 Str
Hit Points: 2

Size and Type: Kobolds are small humanoids with the kobold subtype.
Crafty: Kobolds gain a +2 racial bonus on Engineering, Perception, and Profession (miner) checks. Engineering is always a class skill for a kobold.
Darkvision: Kobolds can see up to 60 feet in the dark.
Armor: Kobolds gain a +1 racial bonus to KAC.
Light Sensitivity: A kobold is dazzled as long as she remains in areas of bright light.

Oreads

Ability Adjustments: +2 Str, +2 Wis, -2 Cha
Hit Points: 6

Size and Type: Oreads are medium outsiders with the native subtype.
Darkvision: Oreads can see up to 60 feet in the dark.
Slow but Steady: Oreads have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor.
Granite Skin: Oreads gain a +1 racial bonus to KAC.
Strength of Stone: Oreads deal 1 extra point of damage with any weapons they use that deal bludgeoning damage.
Spell-like Ability: At-will: telekinetic projectile. The caster level for this effect is equal to the oread's character level.

Sulis

Ability Adjustments: +2 Str, +2 Cha, -2 Int
Hit Points: 4

Size and Type: Sulis are medium outsiders with the native subtype.
Low-light Vision: Sulis can see in dim light as if in normal light.
Negotiator: Sulis gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Energy Resistance: Sulis gain a +1 racial bonus to EAC.
Elemental Surge: Once per day per character level, a Suli may cause a weapon which deals fire, cold, electric or acid damage to surge with energy. This ability functions as the Overcharge mechanic trick, except that it does not use additional charges from the weapon’s battery.

Sylphs

Ability Adjustments: +2 Dex, +2 Int, -2 Con
Hit Points: 4

Size and Type: Sylphs are medium outsiders with the native subtype.
Darkvision: Sylphs can see up to 60 feet in the dark.
Airy Step: As long as a sylph is in an atmosphere thick enough to be breathable, she falls slowly (at 60 feet per round) and takes no damage upon landing.
Like the Wind: Sylphs have a base speed of 40 feet.
Shocking Weapons: Sylphs deal 1 extra point of damage with any weapons they use that deal electric damage.
Spell-like Ability: 1/day: jolting surge. The caster level for this effect is equal to the Sylph's character level.

Tengu

Ability Adjustments: +2 Dex, +2 Wis, -2 Con
Hit Points: 4

Size and Type: Tengu are medium humanoids with the Tengu subtype.
Low-light vision: Tengu can see in dim light as if in normal light.
Sneaky: Tengu gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengu gain a +2 racial bonus on Culture checks. Tengu learn 2 languages each time they gain a rank in Culture instead of one.
Swordtrained: Tengu are proficient with basic and advanced melee weapons, and gain specialization in those weapons at 3rd level.

Tieflings

Ability Adjustments: +2 to any one ability score
Hit Points: 4

Size and Type: Tieflings are medium outsiders with the native subtype.
Darkvision: Tieflings can see up to 60 feet in the dark.
Skilled: Tiefling gain a +2 racial bonus to Bluff and Stealth checks.
Fiendish Resistance: Tieflings gain a +1 racial bonus to EAC.
Prehensile Tail: Tieflings can use their tails to carry, but not use or throw an object of light bulk or less. They may use their tails to retrieve such an object from their gear, and optionally transfer it to one of their hands, as a swift action.

Undines

Ability Adjustments: +2 Dex, +2 Wis, -2 Str
Hit Points: 4

Size and Type: Undines are medium outsiders with the native, aquatic, and amphibious subtypes.
Amphibious: Undines have a swim speed of 30 feet as well as a land speed of 30 feet. As amphibious creatures, they can breathe both water and air.
Darkvision: Undines can see up to 60 feet in the dark.
Water Sense: Undines gain blindsense (vibration) against creatures in the same body of water within 30 feet.
Freezing Weapons: Undines deal 1 extra point of damage with any weapons they use that deal cold damage.
Spell-like Ability: 1/day: grease. The caster level for this effect is equal to the undine's character level.

Wayangs

Ability Adjustments: +2 Dex, +2 Int, -2 Wis
Hit Points: 2

Size and Type: Wayangs are small humanoids with the Wayang subtype.
Darkvision: Wayangs can see up to 60 feet in the dark.
Lurker: Wayangs gain a +2 racial bonus on Stealth and Perception checks.
Dissolution’s Child: Once per day as standard action, a wayang can become invisible. This functions as the invisibility spell, except the duration is 1 round per level.
Graviton Affinity: Wayang solarions add +1 to the save DC of any graviton revelation they use.