TEXT: 1
  Table of conTenTs
  Introduction .................................................................2                                               
  Vital Statistics ..............................................................3                                               
  Rakonar ........................................................................4                                               
   Racial Traits ..............................................................6                                                
   Racial Feats ...............................................................7                                                
  Sila .................................................................................8                                               
   Racial Traits ............................................................10                                               
   Racial Feats .............................................................11                                               
  Votanan ......................................................................12                                                
   Racial Traits ............................................................13                                                 
   Racial Feats .............................................................14                                               
  Credits and OGL.......................................................15                                               
   
  
  2
  F
  ire has fascinated mankind throughout 
  the ages. From the time it was 
  discovered, our minds focused on 
  using fire in a number of ways. Beyond the 
  apparent applications of cooking our food and 
  keeping warm at night, fire has captured our 
  imaginations. We have applied 
  fire, and heat by extension, to the 
  display of strong emotions with 
  descriptions like “hot-headed”, 
  “hot under the collar”, being 
  in a “heated argument”, and 
  “getting steamed”. It became 
  incorporated into our stories 
  and legends with monstrous 
  creatures 
  like 
  fire-breathing 
  dragons who horde vast amounts 
  of treasured goods and threaten 
  our very survival, demons who 
  reside in a flaming underworld, 
  bent on causing the downfall of 
  even the most saintly of people, 
  and gods who control such 
  powerful elements of nature that 
  they can cause even the most 
  dormant of volcanoes to erupt 
  and rain lava down upon us.
  With the idea of fire having 
  such a huge impact on our lives, 
  transporting it into a roleplaying 
  game is a natural step. Many of 
  the monsters from our myths and 
  legends have a logical place in a 
  fantasy setting, fueling the very adventures 
  that our heroes undertake on a regular basis. 
  Additionally, it is not uncommon for fantasy 
  settings to incorporate an entire separate 
  plane of existence filled with pure fire, which 
  hosts a myriad of creatures that live and thrive 
  in this most hostile of environments. Fire can 
  be conjured, shaped, and wielded by heroes 
  and villains alike, with wizards, sorcerers, 
  and druids summoning fire to vanquish their 
  enemies. Blacksmiths use large amounts of 
  heat to forge the very weapons and armor 
  that many of our heroes use to fight and rid 
  the lands of evil.
  As a small offer in that regard, The Genius 
  Guide to Races of Fire and Fury presents a trio 
  of new fantasy races – the rakonar, sila, and 
  votanan – suitable for use as player characters 
  or NPCs. These races share a common trait 
  of having some association with fire and 
  heat. They all come from remote 
  – some might even say exotic – 
  locales, making the possibility 
  of encountering them a rarity in 
  almost any world (and making 
  them easier to incorporate into 
  existing campaigns).
  Of course, it takes more than 
  just a few cosmetic peculiarities 
  to make a creature feel truly 
  fantastic. Like elves, dwarves, 
  and the other classic character 
  races, each of the new races 
  comes from a culture with its own 
  unique perspective on life and 
  their place in the world—a set 
  of cultural norms that GMs and 
  players can use to understand 
  how the group would fit into a 
  campaign and build characters 
  that fit within (or purposely 
  stretch themselves beyond) those 
  expectations.
  Like 
  any 
  good 
  rules 
  expansion, The Genius Guide to 
  Races of Fire and Fury is meant 
  to introduce new possibilities to 
  your campaign and give everyone at the table 
  a chance to expand the horizons of the game 
  and create adventures that are truly fantastic.
  
  3
  3
  ViTal sTaTisTics
  The tables below can determine random 
  starting ages, age categories, and typical 
  height and weight values for characters using 
  the new races from The Genius Guide to Races of 
  Fire and Fury. For more information on using 
  these charts, see Chapter 7 of the Pathfinder 
  Roleplaying Game Core Rulebook. 
  Age: You can choose or randomly generate 
  your character’s age. If you choose it, it must 
  be at least the minimum age for the character’s 
  race and type of class. Alternatively, roll the 
  dice indicated for your class 
  on Table 1: Random Starting 
  Ages and add the result to the 
  minimum age of adulthood for 
  your race to determine how 
  old your character is.
  With age, a character’s 
  physical ability scores decrease 
  and his mental ability scores 
  increase (see Table 2: Aging 
  Effects). The effects of each 
  aging step are cumulative. 
  However, none of a character’s 
  ability scores can be reduced 
  below 1 in this way. When 
  a character reaches venerable age, secretly 
  roll his maximum age and record the result, 
  which the player does not know. A character 
  who reaches his maximum age dies of old 
  age sometime during the following year. 
  The maximum ages are for player characters. 
  Most people in the world at large die from 
  pestilence, accidents, infections, or violence 
  before getting to venerable age.
  Height and Weight: To determine a 
  character’s height, roll the modifier dice 
  indicated on Table 3: Random Height and 
  Weight and add the result, in inches, to the 
  base height for your character’s race and 
  gender. To determine a character’s weight, 
  multiply the result of the modifier dice by 
  the weight multiplier and add the result to 
  the base weight for your character’s race and 
  gender.
  Table 1: Random sTaRTing ages
  Race
  Adulthood
  Class
  Instinctive1
  Typical2
  Studied3
  Rakonar
  15 years 
  +2d20
  +4d20
  +6d20
  Sila
  14 years
  +1d4
  +2d4
  +3d4
  Votanan
  20years
  +4d6
  +6d6
  +8d6
  1This includes most character classes that are likely to have skipped 
  formal training, either as a social norm for the societies they are 
  commonly found in, or because they gain their powers without such 
  study. Of the base classes found in the core rules, this includes the 
  antipaladin, barbarian, oracle, rogue, sorcerer, summoner, and witch. 
  Of the classes available through various products released by Super 
  Genius Games, this includes the death mage, all four godlings, the 
  shaman, and the time thief.
  2This includes most character classes that require some level of 
  apprenticeship or formal training, but not extensive study to master 
  the basic abilities of the class. Of the base classes found in the core rules, 
  this includes the bard, cavalier, fighter, ninja, paladin, ranger, and 
  samurai. Of the classes available through various products released 
  by Super Genius Games, this includes the armiger, dragonrider, 
  justicar, shadow assassin, vanguard, war master, and witch hunter.
  3This includes most character classes that normally require a lengthy 
  period of formal study or journeyman training to master the basic 
  abilities of the class. Of the base classes found in the core rules, this 
  includes the alchemist, cleric, druid, gunslinger, inquisitor, magus, 
  monk, and wizard. Of the classes available through various products 
  released by Super Genius Games, this includes the archon, magus/
  magister, and time warden. 
  Table 3: Random HeigHT and weigHT
  Race
  Base Height
  Base Weight
  Modifier
  Weight 
  Multiplier
  Rakonar, male
  6 ft.
  300 lbs.
  3d4
  x5 lbs.
  Rakonar, female
  6 ft. 2 in.
  340 lbs.
  2d6
  x6 lbs.
  Sila, male
  5 ft. 4 in.
  120 lbs.
  2d10
  x5 lbs.
  Sila, female
  5 ft. 2 in.
  90 lbs.
  2d10
  x4 lbs.
  Votanan, male
  3 ft. 6 in.
  140 lbs.
  1d8
  x6 lbs.
  Votanan, female
  3 ft. 6 in.
  140 lbs.
  1d8
  x6 lbs.
  Table 2: aging effecTs
  Race
  Middle Age
  Old
  Venerable
  Maximum Age
  Rakonar
  200 years
  300 years
  400 years
  400 + 10d% years
  Sila
  35 years
  70 years
  105 years
  105 + 2d10 years
  Votanan
  60 years
  90 years
  120 years
  120 + 3d% years
  
  4
  RakonaR
  Judging from their appearance alone, 
  rakonar are believed by a majority of sages 
  to be the offspring of dragons and centaurs 
  (though most admit they have no answer to 
  the obvious question of why such a pairing 
  would even be considered by the mighty 
  dragons in the first place). Among the 
  rakonar, they believe that their origin can be 
  traced back to a band of dragons that grew 
  bonds of friendship across the normal lines 
  of dragon species and alignment. Misjudged 
  by their peers, these dragons were exiled 
  for the heinous crime of preferring different 
  types of dragons to their own kin. But the 
  dragon allies remained true to one another, 
  and their faith earned them favor with one 
  of the higher draconic gods. To protect the 
  exiles identities from the other dragons that 
  sought to kill the, the draconic deity split 
  each dragon apart and created the halves into 
  the first male and female rakonars.
  Regardless of how they came into being, 
  the rakonar have existed as a race for as long 
  as most people can remember, spending their 
  time in small communities scattered across the 
  lands or in their own neighborhoods within 
  large cities. Never common, they exist in small 
  clans that work to become part of societies 
  around them, rarely building settlements of 
  their own. Rakonar are sometimes accepted 
  by humanoid kingdoms and utilized by its 
  dominant races for a number of jobs, most 
  often as mercenaries or hunters. Due to 
  their draconic heritage, many countries and 
  organizations hire rakonar to act as mediators 
  with dragons that live nearby. 
  copper, this trait alone leads sages to believe 
  that the rakonar have a direct parentage to 
  dragons of like color (though related rakonar 
  often display very different coloration from 
  one another, and their tone seems to have little 
  impact on their alignment or personality). 
  Female rakonar tend to be slightly larger, 
  stronger, and heavier than the males, and 
  many rakonar families are matriarchies.
  Society: Rakonar are highly social creatures, 
  a departure from their dragon lineage, preferring 
  to band together with friends and allies (often 
  other rakonar). Regardless of the environment 
  in which they choose to live, whether it is in 
  cities built by humanoids or desolate locations 
  far from the comforts of civilization, they prefer 
  to live together in communities and are rarely 
  seen alone. They usually have at least one 
  closely valued friend or family member with 
  them at all times, even when traveling far from 
  home for extended periods of time. This also 
  extends to a strong “pack” mentality within 
  rakonar communities and families. A strong 
  rakonar matriarch may well have the families 
  of several sons and daughters and their families 
  live with and honor her, treating her as the 
  head of a small clan of extended relations and 
  firends. Such bands of multiple families are not 
  uncommon and are easy to find within rakonar 
  communities. If enough families are allied, 
  these “packs” may form into clans, which may 
  even extend an invitation to a non-rakonar 
  with whom they have developed a strong 
  connection to join them and become a part of 
  their society. Such an invitation is considered a 
  great honor among the rakonar and should not 
  be taken lightly.
  However, the lure of dragon blood is 
  strong among the rakonar and they are 
  also occasionally encountered as guardians 
  for pure-blood dragons who prefer to use 
  rakonar henchmen over other races that 
  do not have any blood connection to them. 
  Those rakonar that elect to work for a dragon 
  will make their home within their patron’s 
  lair, taking advantage of the fortifications 
  available for better protection.
  Few cases have been documented of the 
  results of breeding a rakonar with another 
  race. Those that have been recorded involve 
  dragons, which most often produce a half-
  dragon rakonar. As a result of their draconic 
  origins they are also capable of mating with 
  centaurs, elves, half-elves, half-orcs, humans, 
  and orcs, and the resulting offspring is always 
  another rakonar.
  Physical 
  Description: 
  The 
  rakonar 
  are large draconic creatures that resemble 
  centaurs to a degree, having a humanoid torso 
  with two arms and an animal-like body with 
  four legs. The most recognizable difference 
  between rakonar and centaurs is the head, 
  which looks like a smaller dragon’s head 
  complete with several small horns swept 
  away from their snouted face. Their muscular 
  arms end in clawed hands. Their lower torso 
  appears much like that of a dragon with lean, 
  taloned feet and a long, thick tail.
  The skin of a rakonar is leathery, not 
  scaled like one would expect of a draconic 
  race. However, their skin color varies much 
  like their dragon cousins. Ranging from the 
  chromatic colors such as red, blue, and green, 
  to the metallic colors like gold, silver, and 
  
  5
  5
  In the event where a single rakonar 
  becomes separated from his community, 
  he will seek out another group of friends 
  and allies. In the event that one cannot be 
  found, he will look for other like-minded 
  individuals, such as a party of heroes, to 
  adopt as a temporary pack until another 
  group with stronger emotional bonds can 
  be found. Such temporary alliances often 
  become more permanent arrangements if the 
  rakonar’s associates treat her with respect 
  and camaraderie.
  Relations: Rakonar are open-minded 
  when it comes to communicating with other 
  races, especially those whose philosophies 
  are along similar lines as them. They are 
  willing to open dialogues, converse, and 
  share ideas with races willing to follow suit. 
  However, such beings will find themselves 
  being studied by the rakonar before such an 
  exchange is offered. The rakonar will often 
  subtly observe those in which they find an 
  interest and will not approach unless another 
  of their kind already has some level of trust 
  in them. 
  This is not to say that they are not trusting 
  creatures. On the contrary, they merely wish 
  to see if the individual shares some common 
  point-of-view before extending a hand in 
  friendship. Rakonar myth and legend is rife 
  with incidents where a cunning stranger 
  portrays himself falsely and takes advantage 
  of the rakonars’ trusting nature, causing 
  misery and strife to the community in the end. 
  While many races feature at least a few such 
  cautionary tales, the rakonar focus on such 
  concerns seems to grow from a combination 
  
  6
  of their strong pack-mentality (making the 
  idea of a trusted ally betraying a rakonar 
  more horrific than for other racers with less 
  instinctive trust), and the fact rakonar have so 
  few races that share their basic appearance. 
  While the differences in outward appearance 
  between dwarves, elves, and human is largely 
  a matter of height and thickness, rakonar 
  have no similar “related” race with four legs, 
  two arms, a tail, and a saurian set of features. 
  Even true dragons have distinctly different 
  shape than rakonar, and the lack of “close 
  cousins” among other civilized races leads 
  to rakonar being suspicious of outsiders who 
  claim to wish to be friends.
  Members of other races initially judge 
  the rakonar by the color of their skin, 
  thinking that their behavior matches that 
  of the similarly-colored dragons. While a 
  few rakonar take after the attitudes of their 
  similarly-colored draconic kin, in most cases 
  this seems to be conscious choice rather 
  than genetic predetermination. However, 
  the obvious connection to dragonkind is so 
  strong, many rakonar find their relationships 
  with other races is strongly influenced by 
  their apparent similarity to specific kinds 
  of dragons. This instinctive reaction to 
  rakonar often forms the basis for rakonar 
  becoming part of other communities, as 
  rakonar are more likely to build relationships 
  with groups that treat them well on initial 
  contact. Gnomes, halflings, and humans 
  are accepting of rakonar with metallic skin, 
  making such rakonar more common within 
  those communities, while dwarves and elves 
  are slow to trust them. Those rakonar with 
  chromatic skin are often easily accepted by 
  orcs and goblins, and can even be found 
  enjoying places of honor within such tribes.
  Alignment 
  and 
  Religion: 
  Rakonar 
  typically hold many of the same world 
  views as the dragons from which they 
  have descended. Many rakonar tend to be 
  more racially-focused and prefer to remain 
  with their own kind, taking after dragons’ 
  hoarding instinct (though expanding it to 
  accept entire clans of their kin into their 
  mental “lair”), while the others are more 
  willing to cooperate with other races to 
  accomplish their goals. These attitudes 
  tend to be fairly consistent within a specific 
  rakonar community, and any rakonar who 
  exhibit behavior vastly different from the rest 
  of their community will have a difficult time 
  at best in getting along with others of their 
  own kind, let alone the rest of the world.
  The gods that the rakonar worship go 
  hand-in-hand with their conduct. In many 
  cases, they follow the same deities as other 
  races with whom they have close contact. 
  For those in the employ of dragons, those 
  rakonar usually show their full devotion 
  to their masters, revering them in the same 
  manner as any other higher being and 
  treating them with worship and sacrifices to 
  demonstrate their loyalty. Dragons exalted as 
  a god are known to reward such consecration 
  appropriately.
  Adventurers: Those rakonar most often 
  encountered away from the rest of their kind 
  are usually separated from the rest of the 
  pack for a reason. Most often, those whose 
  behavior and line of thinking do not fit in 
  well with the rest of their community are 
  quickly encouraged (or forced) to find their 
  way on their own. Likewise, an unfortunate 
  accident within the pack, such as causing the 
  death of another of their kind, often results 
  in the offender being exiled. Survivors of 
  unfortunate accidents, like the death of the 
  pack at the hands of a superior force, compel 
  a lone rakonar to travel the lands and seek 
  out a new group with which to bond.
  Female Names: Arraka, Asha, Daneen, 
  Farall, Ganda, Halla, Kandasa, Rakka, Rassa, 
  Tarana
  Male Names: Dar, Dranax, Hantar, Kand, 
  Kratal, Nartan, Rakk, Rannar, Tarn, Tranan
  RakonaR Racial TRaiTs
  +2 Strength, -2 Dexterity: Rakonar are 
  robust creatures, capable of amazing feats of 
  strength, but their larger bodies and longer 
  tails can get in the way at times.
  Large: Although they stand only slightly 
  taller than most Medium races, the length 
  of their bodies qualifies rakonar as Large 
  creatures. As a result, they gain a -1 penalty 
  to their AC, a -1 size penalty to their Attack 
  rolls, a +1 bonus to their Combat Maneuver 
  Bonus and their Combat Maneuver Defense, 
  and a -4 penalty to their Stealth checks.
  Undersized Weapons (Ex): Although a 
  rakonar is Large, its upper torso is the same 
  size as that of a Medium humanoid. As a 
  result, they wield weapons as if they were 
  one size category smaller than their actual 
  size (Medium for most rakonar).
  
  7
  7
  Very Fast Speed: Rakonar have a base 
  ground speed of 50 feet. When calculating 
  their speed in armor, they move 20 feet faster 
  than a creature with a 30-foot base speed.
  Draconic Features: A rakonar selects one 
  true dragon it shares similar features to. A 
  rakonar gains a +2 bonus to Bluff, Diplomacy, 
  and Sense Motive checks with dragons of this 
  type, as well as other rakonar that share the 
  same features. 
  Draconic Breath (Su): Inheriting the 
  ability from their draconic ancestors, rakonar 
  are able to use a breath weapon once per 
  day as a standard action.  Acting like a 
  dragon’s breath weapon, the rakonar can 
  breathe a line out to close range (25 feet +5 
  feet/2 levels) or a cone half as long (rounding 
  down to the nearest 5 feet) that inflicts 1d6 
  points of damage, +1d6 for every 3 levels of 
  the character. The save DC against the breath 
  weapon is 10 + 1/2 rakonar’s HD + rakonar’s 
  Con modifier. The element that composes the 
  breath weapon is identical to the one used by 
  the dragon of the rakonar’s draconic features 
  racial ability. A rakonar can use draconic 
  breath while grappling or being grappled 
  without making a grapple check to do so.
  Low-light Vision: Rakonar can see twice 
  as far as humans in conditions of dim light.
  Darkvision: Rakonar can see in areas of 
  mundane darkness out to a range of 30 feet.
  Unmounted: 
  Rakonar 
  never 
  receive 
  Ride as a class skill. If a class would grant 
  a rakonar Ride as a class skill, the rakonar 
  instead receives Acrobatics, Fly, or Swim 
  as a class skill (player’s choice). Rakonar 
  with a base attack bonus of +1 or greater 
  are treated as having the Mounted Combat 
  feat for purposes of feat and prestige class 
  prerequisites.
  Languages: Rakonar begin play knowing 
  the Common and the Draconic languages. 
  Rakonar with high Intelligence scores can 
  also choose from the following: Gnome, 
  Goblin, Halfling, Orc, and Terran.
  RakonaR Racial feaTs
  Although all rakonar are strong creatures 
  and harbor resilient bonds with other 
  members of their race, some individuals rise 
  above the rest by demonstrating abilities far 
  superior than the rest of their kind.
  Born to Fly
  You have a natural knack for flight.
  Prerequisites: Rakonar, Dex 13, Fly as a class 
  skill.
  Benefit: Whenever you gain flight for 
  a limited duration (by way of a spell, class 
  ability, or magic item), the duration is 
  doubled. Even if the flight-granting ability 
  does not normally give you wings, you 
  appear to grow phantasmal dragon wings 
  when flying.
  ElEmEntal HEritagE
  You have learned to tap into the element 
  defined by your draconic ancestry and gain 
  power from it through your bond with your 
  fellow kinsmen.
  Prerequisites: Rakonar, Int 13, base attack 
  +3.
  Benefit: You gain the ability to use a spell-
  like ability once per day. The specific ability 
  gained is selected from a list based on the 
  elemental type of the dragon of the rakonar’s 
  draconic features racial ability as outlined 
  below. The player may choose any of the 
  powers of his dragon type’s element, and this 
  cannot be changed once it has been chosen. 
  A rakonar may use this ability twice a day at 
  8th level, plus one additional time per day for 
  every 5 levels thereafter. The rakonar casts 
  the spell as a sorcerer of a level equal to the 
  rakonar’s hit dice.
  ExtEndEd draconic BrEatH
  You have learned to focus and increase 
  the range of your breath weapon.
  Prerequisites: Rakonar, Dex 13, Con 13, 
  base attack +1.
  Benefit: The range of your breath weapon 
  can be extended by an additional 50%.
  elemenTal Type
  abiliTy
  Air
  Color Spray, Feather Fall, Ventriloquism
  Cold
  Chill Touch, Endure Elements, Ice Shape*
  Earth
  Entangle, Grease, Shillelagh
  Fire
  Dancing Lights, Endure Elements, Produce Flame
  Water
  Acid Splash, Create Water, Obscuring Mist
  * - As stone shape but affects only 10 cu. ft. of touched snow and ice.
  
  8
  improvEd draconic BrEatH [comBat]
  You have learned to control the use of 
  your natural breath weapon to the point 
  where you can use it multiple times per day.
  Prerequisites: Rakonar, Con 13, base attack 
  +1.
  Benefit: You can use your breath weapon 
  one additional time per day. You cannot 
  make another breath weapon attack for at 
  least 4 rounds after the previous attack. 
  pack tactics [tEamwork]
  You gain a boost in confidence in your 
  combat prowess with others of your kind in 
  close proximity during battle.
  Prerequisites: Rakonar, Con 15, base attack 
  +1.
  Benefit: You gain a +1 bonus to your attack 
  rolls and skill checks for every additional 
  rakonar ally with this feat within 30 feet, to 
  a maximum of +1. The maximum bonus you 
  can receive from this feat increases by +1 for 
  every four levels you possess, to a maximum 
  of +5 at 16th level.
  tail attack
  You can attack your opponent with your 
  tail as efficiently as any weapon you can hold.
  Prerequisites: Rakonar, Dex 13, base attack 
  +1.
  Benefit: You can attack with your tail 
  during combat, gaining 1 secondary attack 
  in addition to any other attacks you would 
  normally make. A successful tail slap attack 
  does 1d6 + Str modifier points of damage.
  oTHeR opTions
  If the GM chooses not to accept the 
  rakonar as a playable race, they can be 
  presented as messengers from a draconic 
  deity, an ancient race believed to have died 
  off eons ago that has devolved and is on the 
  verge of extinction, or even creatures from 
  an alternative Prime Material Plane where 
  draconic creatures are the norm (and most 
  humanoids are seen as “apes.”). 
  sila
  The Elemental Plane of Fire is host to a 
  wide range of powerful beings that are forces 
  to be reckoned with, among them efreets, 
  fire elementals, azer, and fire mephitis. 
  Unlike most elemental creatures, these often 
  form kingdoms and even empires, which 
  sometimes infringe upon the material plane, 
  bringing the touch of mystic fire into the lives 
  of mortals. The results of such incursions, and 
  the dominions, abuse, and even treaties and 
  alliances that are sometimes forged through 
  them, sometimes includes mortal humanoids 
  who have fire running through their veins. 
  Not quite elementals or genies, but definitely 
  not mere mortals, these fiery humanoids are 
  known as sila.
  The early years of a sila often depends on 
  how they came to be. A sila born of a witch 
  who requested such an offspring from her 
  fiery patron may be treated as a princess in 
  her own home, but viewed with fear and 
  contempt by those beyond. A sila known 
  to be a half-breed from efreet intrusion into 
  a humanoid kingdom are almost always 
  subjected to persecution by the efreet if their 
  other parent is a prisoner or slave. A sila born 
  of a parent who was simply infused with 
  eldritch fire that shows in its offspring, such as 
  a maddened alchemist who wished to become 
  an elemental or a sorcerer seeking greater 
  power, may be raised as an apprentice, and 
  ultimately a tool, of their parent’s ambitions.
  Due to the child’s demonic appearance, 
  the mothers of sila are typically ostracized 
  at the very least, leaving them no choice but 
  to raise the baby in secret. If she is fortunate 
  enough to find a community of sila, they are 
  almost always willing to take them in. Most 
  other communities will almost certainly turn 
  them away. Occasionally, they may find 
  sanctuary within a distant village or church 
  where individuals vow to protect any living 
  being. But even then, the sila may experience 
  persecution at the hands of their saviors who 
  do not know of their true origins. 
  Things generally are no better for sila 
  raised within the Plane of Fire. Viewed by the 
  elemental races of fire as perversions of their 
  bloodline, any sila found on the Elemental 
  Plane of Fire are normally seized and 
  killed, making them a rare find. Humanoid 
  slaves kept in the Plane of Fire and finding 
  themselves with a fiery father’s offspring 
  growing within them must attempt to hide 
  their pregnancy or escape from captivity, 
  and seek a way back to the Prime Material 
  and relative safety.
  Physical Description: Sila are taller than 
  most other Medium-sized races, standing 
  around six and a half feet tall, with females 
  only slightly shorter than males. Their bright 
  
  9
  9
  red skin coupled with tiny, black horns 
  protruding from their temples give them 
  a pointedly demonic appearance. When 
  compared to humans, their heads are slightly 
  larger in proportion. They have dark brown 
  or black hair, which they tend to wear in 
  styles common for the area in which they 
  live. However, some males are born bald 
  and remain that way throughout their lives, 
  regardless of any attempts to permanently 
  remedy it.
  Despite their overall appearance, one 
  of the most striking attributes of sila is 
  their eyes, a trait passed down from their 
  elemental parentage. Ranging in color from 
  bright yellow to a dark orange, their eyes 
  also glow slightly, giving the appearance of 
  burning embers. Many people who gaze into 
  their eyes find the effect hypnotic at the very 
  least and frightening to those who do not 
  know the individual.
  Their relation to eldritch elemental flames 
  also gives them another trait not found in the 
  other races: a higher body temperature. Their 
  natural body temperature is uncomfortable to 
  the touch pof moth other races, like a stone on 
  the outside of a campfire, and has been known 
  to cause mild burns to someone touching them 
  for an extended period of time.
  Society: Sila, much like half-elves and 
  half-orcs, are generally considered outcasts 
  of society. Most creatures of elemental fire 
  instantly either cast them out or take them 
  as slaves, provided they are not slain on 
  sight, and humanoids fear them due to their 
  physical appearance. Although rare on the 
  Prime Material Plane, sila that are able to find 
  each other develop their own communities, 
  usually found on the outskirts of 
  larger cities or far from the lands 
  most 
  commonly 
  traveled 
  by 
  other 
  mainstream 
  races. Most often, they 
  take residence in areas 
  undesired 
  by 
  other 
  races, 
  typically 
  land 
  incapable of growing 
  crops and bereft of other 
  sources of raw materials. 
  These 
  communities 
  usually have little to 
  offer society in the way 
  of high-quality goods 
  due to the depleted 
  resources available to 
  them, 
  forcing 
  them 
  to struggle merely to 
  survive from day to day. 
  The lack of acceptance 
  by the vast majority 
  of society forces some 
  sila to retreat into their 
  humble 
  surroundings, 
  hoping to avoid any 
  undue 
  discrimination. 
  Others, however, take 
  advantage of their unique 
  disposition 
  and 
  take 
  measures to try to improve 
  their lot in life.
  Relations: 
  Being 
  alone 
  without any means of support is 
  nothing new to the sila, considering 
  that a large segment of nearly every 
  
  10
  other race at least shuns them without a 
  second thought. Some even go so far as to 
  actively hunt sila, believing them to either be 
  a plague on their land or advance scouts for 
  some demonic army wishing to invade. As 
  a result, sila find it extremely hard to trust 
  anybody offering to help them in any way and 
  are slow to open themselves to people willing 
  to accept them. 
  Rarely, members of other races find 
  themselves living with the sila, usually 
  because they have been exiled from their own 
  people for one reason or another. After slowly 
  being accepted, the sila welcome them into the 
  fold and fully integrate them with no qualms, 
  making them equals. As a result, couples of 
  mixed race may occur. Any offspring that 
  result from such a pairing are typically infertile 
  sila, though they often take the general build 
  and height of their non-sila parent.
  Alignment and Religion: Due to their lack 
  of acceptance by most races, the sila’s general 
  outlook on the world is greatly affected. Their 
  regard for the laws of other races is virtually 
  non-existent, leaving them to establish their own 
  ways (though they are smart enough to know 
  they can’t always show their disdain for the 
  laws of civilizations they operate within). Many 
  sila support their own kind to a fault, going out 
  of their way to help other sila in need, and this 
  urge can extend to any downtrodden, underdog 
  group. At the same time, they are quick to 
  anger when it comes to offending words and 
  deeds, often leading to a perpetuation of the 
  discrimination against them.
  When it comes to religion, sila give no 
  thought to worshipping any deities followed 
  by fire-based groups that abuse or take 
  advantage of them, and the gods revered by 
  the other races are rarely considered under the 
  belief that they condone the behavior of their 
  people toward the sila. Some sila specifically 
  worship the gods of their tormentors and 
  enemies, willingly aiding the divine foes of 
  those who have wronged them regardless of 
  those deities’ beliefs or alignment. Normally, 
  a sila either follows one of the gods of 
  nature or creates his own deities to worship 
  (which can be treated as worshiping a divine 
  concept or philosophy). They sometimes 
  allow servants of gods of fire or earth into 
  their communities, but such an occurrence 
  is uncommon. However, a truly honest and 
  helpful missionary can earn the respect and 
  loyalty of a sila (or a group of them), making 
  it possible to find sila worshiping any deity.
  Adventurers: Those sila that rise above 
  the common folk of their kind almost always 
  leave home to seek out and fight the enemies 
  of their people, whether they are leaders 
  of distant lands or fierce monsters that live 
  nearby. Considering that the conditions of 
  their homeland are bleak and desolate, the 
  idea of leaving home is often appealing to 
  younger sila. 
  Many nations are reluctant at best to hire 
  a sila primarily because of their physical 
  appearance. Those that succeed in finding a 
  place while away from home are most often 
  found to be working as city guards or footmen 
  in the local militia. Others hire themselves 
  out as mercenaries or bounty hunters, taking 
  advantage of their appearance and using 
  fear as a tool of the trade. They also work for 
  individuals willing to take them in to work 
  as bodyguards or personal assistants or even 
  apprentice themselves to more powerful 
  beings in the hopes of gaining some semblance 
  of power to use for their own purposes.
  Female Names: Bryann, Cholas, Danila, 
  Hirann, Lucinn, Prasala, Shara, Thella, 
  Vantosa, Yilla
  Male Names: Cranse, Dortan, Frasak, 
  Grodan, Moraso, Ninash, Phollo, Prasan, 
  Sarr, Trando
  sila Racial TRaiTs
  +2 to One Ability Score: Sila characters 
  get a +2 bonus to one ability score of their 
  choice at creation to represent their varied 
  nature.
  Medium: Sila are Medium creatures and 
  have no bonuses or penalties due to their size.
  Normal Speed: Sila have a base speed of 
  30 feet.
  Darkvision: Sila can see in the dark up to 
  60 feet.
  Change Size (Sp): Once per day as a 
  standard action, sila have the ability to 
  change their size, similar to the change size 
  ability used by full-blooded efreet. However, 
  a sila character is only able to affect herself.
  Efreeti Blood: Sila count as both humans 
  and efreet for any effect related to race.
  Fire Resistant: Thanks to their efreeti 
  lineage, sila receive a +2 racial bonus to 
  savings throws against fire-based attacks.
  Survivor: Sila gain a +2 racial bonus to 
  Survival checks.
  
  11
  11
  Terrifying: Due to their stereotypical 
  demonic appearance, sila receive a +2 racial 
  bonus to Intimidation checks.
  Languages: Sila begin play knowing 
  Common and Ignan. Sila with high Intelligence 
  scores can choose from the following: Gnoll, 
  Goblin, Infernal, Orc, Terran.
  sila Racial feaTs
  While many sila hate and despise their 
  outsider parents, they nevertheless inherit 
  certain abilities from their link to elemental 
  fire. Some sila show exceptional aptitude 
  with those abilities, represented by selection 
  of sila-specific feats.
  cHangE sElF
  You have learned to adjust more than just 
  your size when you shift.
  Prerequisites: Sila, Con 13, Int 13.
  Benefit: You may change one other minor 
  aspect of your appearance when you use the 
  change size ability, such as skin color, hair 
  color, or the appearance of your horns. You 
  cannot mimic another being’s appearance, 
  and your statistics do not change with any 
  aspect changes you make, such as increasing 
  AC by adding scales to your skin.
  FirEcastEr
  You can easily manipulate fire with 
  increased effect.
  Prerequisites: Sila, Int 13, caster level 1st.
  Benefit: Your caster level is treated as 
  being one higher when you cast spells with 
  the [fire] descriptor.
  FirEprooF
  You are especially resistant to the effects 
  of fire.
  Prerequisites: Sila, Con 13.
  Benefit: You gain resistance to fire equal to 
  your hit dice. This stacks with fire resistance 
  you gain from any other source. 
  FlamE dancE
  You can use the body heat emanating 
  from your skin with mesmerizing effects.
  Prerequisites: Sila, Con 15, base attack +1.
  Benefit: You can manipulate the heat you 
  give off to create a hypnotic pattern on your 
  skin that appears like tiny, dancing flames 
  and acts much like the hypnotism spell. 
  Anyone within 10 feet looking at you must 
  make a Will save or be affected by the display. 
  You must have a significant amount of your 
  skin visible, such as your face, arms, or chest, 
  for the pattern to have any effect. The flames 
  are only a visual effect, create no additional 
  heat, and cause no damage.
  HEat
  You can focus your body heat with 
  damaging effects.
  Prerequisites: Sila, Con 15, base attack +4, 
  Flame Dance.
  Benefit: As a move action you can channel 
  the heat emanating from your body into a 
  melee weapon for your next attack. If you 
  successfully hit, the target takes an additional 
  1d4 points of fire damage. You may use this 
  ability a number of times per day equal to 3 + 
  your charisma modifier.
  improvEd cHangE sizE
  You are adept at using your size-changing 
  ability.
  Prerequisites: Sila, Con 13.
  Benefit: You can use your Change Size 
  ability one additional time per day. You may 
  take this feat multiple times, but no more 
  than once every four levels.
  oTHeR opTions
  Normally a sila’s abilities are the same, 
  regardless of her parentage. However, the 
  GM may wish to introduce other kinds of 
  efreet/fire elemental crossbreeds. In that case, 
  use the following information as an inherited 
  or acquired template that can be added to 
  any living, corporeal creature:
  A sila crossbreed retains all of the base 
  creature’s statistics and special abilities 
  except as noted here.
  CR: Same as base creature +1, minimum 
  2.
  Type: Creature type changes to outsider 
  (native). Do not recalculate HD, BAB, or 
  saves.
  Armor Class: Natural armor improves by 
  +3.
  Special Qualities and Defenses: A sila 
  gains darkvision 60 feet, immunity to fire, 
  and vulnerability to cold.
  Special Abilities: A sila gains the 
  following:
  Change Size (Sp): Once per day, a sila 
  can change his size as if he cast the enlarge 
  person or reduce person spell on himself.
  Heat (Sp): Once per encounter, a sila deals 
  an additional 1d4 points of fire damage with 
  a successful melee attack.
  
  12
  Abilities: A sila gains a +2 bonus to 
  Strength and one additional ability score.
  Skills: A sila with racial HD has skill 
  points per racial HD equal to 6 + Intelligence 
  modifier. Racial class skills are unchanged 
  from the base creature’s, and class skill ranks 
  are unaffected.
  The GM may also not wish to implement 
  the sila as a playable race. As an alternative, 
  they could be presented as a group of slaves 
  that serve the efreet on the Elemental Plane 
  of Fire or as members of a group of rebels 
  seeking revenge on their former overlords.
  VoTanan
  The votanan are a race of dwarves that 
  migrated to a place deep beneath the surface 
  below where even the drow and the duergar 
  live. Why they moved so far below is unknown 
  to most other races. Some believe that they 
  descended to seek out rare metals that could 
  not be found near the surface. Others think 
  that they had offended a powerful group 
  of orcs or goblins and retreated further into 
  the earth to avoid their wrath. Still others 
  suppose that they had offended the rest of 
  the dwarves for delving into some forbidden 
  art that is now lost to history.
  The votanan live in networks of caverns 
  that exist closer to the planet’s mantle than 
  most other races dare to tread. The caves 
  where they reside are lightly excavated for 
  fear of weakening the crust and opening 
  the ground to a nearby lava flow. Although 
  they are expert stonecutters and smiths, the 
  composition of the ground so close to the 
  mantle is considered unreliable to make a 
  safe judgment on where to dig. They could 
  move closer to the surface but choose not 
  to do so for two reasons: the sources of the 
  special metals they tap would be further 
  away and more difficult to reach, and the 
  fear of increased raids by the drow and the 
  duergar.
  Despite their hostile relations with two of 
  the major races of the subterranean 
  world 
  (or 
  perhaps 
  because 
  of them), the votanan have 
  managed to forge a lasting 
  friendship with another race: 
  the svirfneblin. Relations with the 
  underground gnomes have proven 
  to be a blessing to the votanan. They 
  are able to trade their forged goods 
  for food and other supplies that they 
  are unable to create on their own so close 
  to the mantle. They have also helped each 
  other against their common foes on more 
  than one occasion and saved each other from 
  being exterminated. As long as they maintain 
  their alliance, the votanan are very likely to 
  continue living where they are.
  Physical Description: Being of dwarven 
  stock, the votanan appear very similar to 
  their surface-dwelling cousins with a few 
  minor but noticeable differences. Their skin 
  is darker than most other dwarves, ranging 
  from a dark tan to jet black or sometimes 
  a dark crimson. Votanan’s skin takes on a 
  brighter red color at their joints and creases 
  in their skin, giving them the appearance 
  of being composed of molten lava within. 
  Their hair also tends to be dark, from dark 
  brown to a deep, rich black, but males have 
  also been seen bald.
  The males’ beards, though a symbol of 
  prestige among surface dwarves, are either 
  trimmed close to their jaw or completely 
  shaved. The reason for this is due to their close 
  and almost constant exposure to magma, and 
  
  13
  13
  keeping beards under strict control greatly 
  reduces the chance of accidentally setting 
  them on fire.
  Society: One common aspect of dwarven 
  society that has carried over with the votanan 
  is the existence of familial clans. Honoring 
  one’s family through their words and deeds 
  is commonplace with the votanan and very 
  often helps guide their lives by actively 
  seeking to improve their clan’s status within 
  their society. Whether it is through helping 
  those clan members in need or fighting 
  alongside their brothers in combat, the status 
  of their clan is a high priority for the votanan.
  Since the votanan live in the deep crust 
  just above the world’s mantle or within 
  active volcanoes, the size of their clans tends 
  to be smaller than those of the dwarves living 
  closer to the surface. Confined to living in 
  caverns largely untouched by their hammers 
  and chisels due to the fear of causing cave-
  ins, members of their society are more spread 
  out and are willing to move along to create a 
  new community if they run out of space.
  Relations: The votanan as a whole take 
  their lot in life very seriously, making it 
  a choice to live in perpetual danger near 
  the edge of the planet’s crust. As a result, 
  they view other races with similar interests 
  favorably, such as dwarves and svirfneblin. 
  They look upon humans, half-orcs, and orcs 
  with interest, intrigued by their motivations. 
  Halflings are tolerated, but elves, gnomes, 
  and half-elves are shown contempt due to 
  their association with the fey and general 
  attitude toward the votanans’ similarities to 
  dwarves.
  Living underground, the votanan are 
  forced to deal with other races that harbor 
  hostile 
  intentions 
  toward 
  them. 
  They 
  regularly defend themselves against drow 
  and duergar raiding parties who seek to 
  take them as slaves and steal any metal 
  weapons and items they have crafted. Such 
  attacks happen more often than the votanan 
  care to admit, and more than one of their 
  underground villages have fallen from being 
  severely outnumbered.
  Alignment 
  and 
  Religion: 
  Votanan 
  develop a strong sense of what they believe 
  to be right and wrong. Those beliefs are set in 
  place early in life and rarely shift. Generally, 
  their desire to honor their clans means that 
  they strictly adhere to the laws set down by 
  their leaders, and that desire bleeds into most 
  other areas of their life, from maintaining the 
  household to gathering simple supplies to 
  forging the most sophisticated of artifacts.
  The gods favored by the votanan are 
  closely connected to their daily lives, and 
  those gods over fire, earth, and stone hold the 
  highest positions in their culture. A few also 
  follow deities about which they have learned 
  from their relations with other races, but 
  such devotion is mostly kept secret for fear of 
  bringing dishonor to their clan.
  Adventurers: Stories of votanan leaving 
  their community as a group or clan is fairly 
  commonplace, but tales of certain individuals 
  departing on their own is quite rare and often 
  captures the interest of many back home. 
  Those that leave their people and travel the 
  world typically do so with the simplest of 
  intentions, such as locating rare materials 
  needed to build a particular weapon, suit of 
  armor, or special item.
  Often times, votanan survivors of a drow 
  or duergar raid find themselves alone and in 
  dire need of assistance to save their clansmen 
  from certain death or slavery. With little to 
  no allies readily available, they venture out 
  to find heroes to take up arms against the 
  votanan’s enemies and help free their people.
  Votanan are rarely enticed by the standard 
  fare of treasure, such as coins and magical 
  items, unless the loot contains items that 
  may help them with their profession. Items 
  such as rare metals or magical tools that 
  can be used by a miner or a blacksmith are 
  quick to gain a votanan’s interest, and they 
  will typically make obtaining such objects a 
  priority. Occasionally, magical weapons and 
  armor will pique their interest, primarily as 
  a piece to study for future crafting with its 
  value as personal protection being secondary.
  Female Names: Belah, Casada, Dorna, 
  Fhannon, Halsy, Krinsa, Lorsa, Morady, 
  Prusse, Shalda
  Male Names: Adar, Clent, Davor, Elto, 
  Granor, Kal, Morada, Ontor, Rogran, Talnar
  VoTanan Racial sTaTs
  +2 
  Constitution, 
  +2 
  Charisma, 
  -2 
  Dexterity, -2 Wisdom: Votanan are stout 
  and affable, with a strong sense of loyalty 
  and a keen awareness of their need for allies. 
  Their stout, sturdy forms make them less 
  nimble than other races, and like the fires 
  they dwell near they are often quick to anger 
  and smolder with old grudges others might 
  believe were best let go.
  
  14
  Medium: Although they are shorter than 
  humans, Votanan are Medium creatures and 
  have no bonuses or penalties due to their size.
  Dwarf: Votanan count as dwarves for 
  purposes of prerequisites.
  Slow Speed: Votanan have a base speed 
  of 20 feet, but their speed is not modified by 
  armor or encumbrance.
  Darkvision: Votanan can see up to 120 
  feet in the dark.
  Fiery Personality: Votanan gain a +4 
  bonus to saving throws against spells 
  with the emotion descriptor (see Ultimate 
  Magic for more information on the emotion 
  descriptor), and to all Charsima-based checks 
  and skill checks with creatures that have the 
  fire subtype.
  Unburned: Votanan never catch on fire 
  (though their body hair can be singed, their 
  flesh does not burn), and items in their 
  possession gain a +4 bonus to saving throws 
  against fire damage and catching on fire. 
  Votanan have fire resistance 5.
  Heated: Votanan can survive in hot 
  environments without having to make 
  Fortitude saves. They can also raise the 
  temperature of a 5-foot radius area around 
  themselves by a number of degrees equal to 
  their constitution score as a swift action. This 
  heat increase remains until shut off, though 
  maintaining it for more than an hour doubles 
  the amount of food a votanan must consume 
  for the day.
  Stability: Votanan receive a +4 racial 
  bonus to their Combat Maneuver Defense 
  when resisting a bull rush or trip attempt 
  while standing on the ground.
  Firecunning: Votanan gain receive a 
  +2 bonus on Knowledge checks regarding 
  creatures of the fire subtype, and to Perception 
  checks to potentially notice features of 
  unusual fires, such as distinguishing between 
  natural firelight or torches and magic fires or 
  a wil-o-wisp. They receive a check to notice 
  such features whenever they pass within 10 
  feet of them, whether or not they are actively 
  looking.
  Languages: Votanan begin play knowing 
  Dwarven and Undercommon. Votanan with 
  high Intelligence scores can choose from the 
  following: Aklo, Common, Draconic, Goblin, 
  Ignan, Orc, Terran.
  VoTanan Racial feaTs
  Living near the edge of the mantle, the 
  votanan live a hard life. However, those 
  hardships make them a stalwart race. Some of 
  them demonstrate abilities above and beyond 
  what their peers can do and set themselves 
  apart as their clan’s heroes and leaders. Many 
  of those individuals develop the following 
  traits as a result of their exceptional qualities.
  immovaBlE
  You brace yourself with the ground, 
  making you virtually immobile.
  Prerequisites: Votanan, Con 13.
  Benefit: You gain a +4 bonus to your saving 
  throws against bull rush, trip, and overrun 
  attacks.
  protEctEd By FirE
  Your skin generates more heat than your 
  fellow kinsmen, making you more resistant 
  to fire than normal.
  Prerequisites: Votanan, Con 15, Tempered 
  by Fire.
  Benefit: As a swift action you may increase 
  your body temperature so any creature that 
  grapples you or attacks you with unarmed 
  attacks must make a Reflex save (DC 10 + 1/2 
  your hit dice + your Constitution modifier) or 
  take 1d3 points of fire damage. Creatures take 
  this damage no more than once per round.
  tEmpErEd By FirE
  Your close association with fiery climates 
  makes you resistant to heat and fire.
  Prerequisites: Votanan, Con 13.
  Benefit: You take half damage (after any 
  saving throws or resistance) from fire or heat 
  damage and effects.
  oTHeR opTions
  Some GMs may not allow another race of 
  dwarves that live deep underground as 
  a playable race. They can be presented as 
  cousins to standard dwarves that prefer 
  to live within or near active volcanoes or a 
  non-evil offshoot of the duergar. Some may 
  even choose to use them as the result of an 
  experiment performed by the gods of earth 
  and fire to create beings to guard their most 
  sacred sites on the Prime Material Plane.
  
  15
  15
  we eRR on THe side of awesome!
  cRediTs
  Designer:
  Patrick Stutzman
  Developer:
  Owen K.C. Stephens
  Proofreader:
  Jeremy Miller
  Cover Art:
  Jacob E. Blackmon and Paul Slinger
  Interior Art:
  Jacob E. Blackmon, H. Haddaway and Tamas Baranya
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Special Thanks: To Ian Allen, M. Newell Curlee, and Lj Stephens 
  for discussions and playtesting of the Lapith from the  
  Genius Guide to Races of Hoof and Horn, which influenced 
  development of the Rakonar.
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2011 Super Genius Games
  For more information about Super Genius Games, and our upcoming products, follow us on  
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  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
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  See http://Paizo.com/PathfinderRPG for more information on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
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  mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 3 Copyright 2000, Wizards of the Coast, Inc.
  Designation of Product Identity: All artwork, photos, logos, and maps are Product Identity. All other material is considered Open 
  Content. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, 
  Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  Genius Guide to: Races of Fire and Fury. Copyright 2011, Super Genius Games, LLC; Author: Patrick Stutzman.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Races/The Genius Guide to Races of Fire and Fury.pdf