PC Races

Dvergar (Dwarves):
Hailing from mountainous underground Bunker-Cities, the Dvergar keep a high level of available tech because their bodies are anathema to Manaflux. Famous for their Alchemists, Firearms, and Bound objects, dwarves answer arcane might with superior firepower.
2 Con, +2 Wis, -2 Cha.
Medium
Slow and Steady: base speed of 20’, never modified by armor or encumberance.
Darkvision: 60’
Deep Warrior: +2 Dodge Bonus against, and +2 CMB against Abberations.
Craftsman: +2 to all Craft/Profession Skills when creating objects from metal/stone.
Enmity: +1 to attack vs. Alfar Subtype. (Includes Dokkalfar).
Magnetoglobin: SR = 5
Character Level; this cannot be lowered voluntarily. Blood sticks to iron!
Stability: +4 to CMD when resisting Trip/Bull Rush while Standing on the Ground.
Stonecunning: +2 to perception to detect unusual/dangerous stonework; passive search checks!
Weapon Familiarity: Battle Axes, Heavy Picks, Warhammers, All Firearms and Dvergar (Dwarven).

Alfar (Elves):
Natives to the former realm of Alfhiem, the Alfar are keepers of magickal might and lore. Now outnumbered by numerous faster-spawning races, and the monsterous creations of the Convergence; the Alfar struggle to keep dominance in a land that was once theirs.
+2 Dex, +2 Int, -2 Con.
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Alfar Immunities: Immune to Sleep, +2 Racial Bonus vs. Enchantment Spells and Effects.
Alfar Magic: +2 to Racial Bonus on Caster Level Checks to Overcome SR. +2 Spellcraft Checks to ID properties of Magic items.
Keen Senses: +2 Racial Bonus to Perception Checks.
Weapon Familiarity: Short/Longbow (Normal and Composite), Longsword, Rapier, “Alfar (Elven) Weapons”.
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and may select a single additional Cantrip. These may be cast at will. (Counts as Arcane).

Nisse (Gnomes):
Alfar who sought to use powerful magical barriers to protect themselves from the fires of the convergence, the gnomes came through with enhanced power, but reduced stature. Their mystical glades are as protected from the outside world as the Dwarven Cities…
+2 Con, +2 Cha, -2 Strength.
Small: +1 AC, +1 Attack, -1 CMB/CMD, +4 Stealth.
Speed: 20’
Low Light Vision: See Twice as far as humans in dim light.
Warden of Nature: +2 AC and +1 Attack vs. Aberrations, Oozes, and Vermin.
Gnome Magic: +1 to the DC of Saves vs. Illusions that they Cast. If CHA is 11/higher they gain the following 1/day at Caster Level = Gnome’s Character Level: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals. DC: 10 + Spell Level + Cha Mod.
Illusionary Resistance: +2 to save vs. Illusion Spells/Effects.
Keen Senses: +2 Racial to Perception Checks.
Obsessive: +2 racial bonus on Craft or Profession Skill of Choice.
Weapon Familiarity: “Nisse Weapons” (Gnome)
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and may select a single additional Cantrip. These may be cast at will. (Counts as Arcane)
Gremlin: So powerful is the arcane aura of the Nisse, that they always cause interference whe they attempt to use Tech.

HalfAlfar (Half-Elves):
The bountiful gift of the affinity between Alfar and Hmans, HalfAlfar are blessed with the arcane might and the versetility of their parents. They are a welcome part of their communities, and seen by many Alfar Elders as the path to the survival of their race against more rapidly prolific competition. Their human parents see them as a way for thier people to gain power over the Arcane, and longer, healthier life.
+2 to any one Attribute.
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Ancestral Arms: Gain a single Exotic/Martial Weapon Proficiency of Choice.
Alfar Blood: Human/Elf for Magickal Purposes.
Alfar Immunities: Immune to Sleep, +2 Racial Bonus vs. Enchantment Spells and Effects
Keen Senses: +2 Racial to Perception Checks.
Multi-Talented: may select 2 favored Classes.
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and may select a single additional Cantrip. These may be cast at will. (Counts as Arcane)

Beastmen:
Little is known about the origins of the Beastmen, only that they were formed in the fires of the great convergence. Many beastmen tribes exist, with countless variants of animal-human hybrids. The local tribes are Wolf, Puma, and Raven. Beastmen are famous for their wilderness skills, and their signature Wrist Weapons: The Talons. Resembling swords, or iron claws built into special bucklers, these unique weapons provide options for attack, and defense, and reward those that aspire to two weapon mastery.
+2 to one Attribute
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Intimidating: +2 to Intimidate Checks
Beast Blood: Counts as an Animal for the purpose of Magickal Effects.
Toothy: Has a bite attack that does 1d4 Piercing Damage.
Weapons Familiarity: “Beastman” Weapons; and Natural Weapons.
Heart of the Wilderness: Add 1/2 Character Level to Survival Checks; +5 to Con checks to Stabilize when Dying; add 1/2 Character Level to Con Score when determining negative HP total to kill you.
Manatouched: Select 1 Cantrip/Orison that you can cast at will. (Counts as Arcane)

Hauflin (Halflings):
Like the Beastmen, little is known of the origins of the Hauflin. They are a nomadic people, constantly on the move to avoid the mutant beasts of the land. They live and fight from the saddles of sturdy dogs, and fantastic beasts; turning their small size into an advantage in maneuverability for ther Mounts. Skilled with the Hauflin Sling-Lance, (A Speartip on one end, a Sling on the other, and a resevouir of bullets in the hand guard) they are among the deadliest of Cavaliers.
+2 Dex, +2 Cha, -2 Str.
Small: +1 AC, +1 Attack, -1 CMB/CMD, +4 Stealth.
Speed: 20’
fearless: +2 Racial Bonus vs. Fear.
Warslinger: May reload a Sling as a Free Action. (2 Hands, Provokes Attacks of opportunity)
Keen Senses: +2 to Perception Checks.
Outrider: +2 on Handle Animal and Ride Checks.
We are as One: The hauflin may use the Strength and Special Size Modifier of his/her mount when determining CMB and CMD while mounted. Additionally, a Hauflin may add his mount’s Strength bonus to his/her own to determine the bonus to hit and to damage on a mounted charge attack with weapons wielded by the Hauflin.
Weapons Familiarity: Slings, and Halfling.
Manatouched: Select 1 Cantrip/Orison that you can cast at will. (Counts as Arcane)

Humans:
Scions of a technological world, the Human race has formed an alliance with the native Alfar for the sake of the survival of both races. Their abilility to learn quickly (compared to the longer-lived races) allows them to swiftly master arts and crafts that take other races decades, in a matter of a few years. Humans also seem to have a capacity to push themselves beyond the limits of exaustion when needs must.
+2 to one Attribute
Medium
Speed: 30’
Bonus Feat: +1 Feat at Level 1.
Skilled: +1 Skill Rank/Level.
Heart of the Field: Add 1/2 your Level to one craft/Profession Skill; and may ignore the effects of Fatigue/Exaustion 1/day.
Weapon Familiarity: Simple and Martial Pistol/Rifle/Shotgun.
Manatouched: Select 1 Cantrip/Orison that you can cast at will.

PC Races

From the Ashes of The Great Convergence GedofParagon