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Race Points: 11
Makrura Racial TraitsBack to Top
+2 Strength, -4 Intelligence, +2 Wisdom
Monstrous Humanoid: Makrura are monstrous humanoid creatures with the aquatic and amphibious subtypes.
Medium: Makrura are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Makrura have a base speed of 30 feet and a swim speed of 30 feet which gives the normal +8 racial bonus to Swim checks that a swim speed normally grants.
Darkvision: Makrura can see perfectly in darkness up to 60 feet away though they can only see in black and white in the dark.
Amphibious: Makrura can breathe both in air and in water.
Claws: Makrura receive two claw attacks. These are primary natural attacks that deal 1d6 points of slashing damage.
Natural Armor: Makrura gain a +1 natural armor bonus to their AC.
Water Affinity: If a makrura is a sorcerer with the water elemental bloodline, they treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a makrura is able to cast water domain spells casts their domain powers and spells at +1 caster level. This trait does not give makrura early access to level-based powers; it only affects powers that they could already use without this trait
Languages: Makrura begin play speaking Nerglish. Makrura with high Intelligence scores can choose from Common, Kalimag (Aquan), Nazja, and Orcish.