Born from battle and conflict, the fomoire are a fearsome race from the north seas of Aeliode. This ancient race was brought forth by the god Balar as his chosen people. While most fomoire are born, many are transformed into a fomoire through their devotion to Balar and the dark rituals. The fomoire are a race of beings in flux. Just as their numbers change as individuals wax and wane in their devotion to Balar, their very bodies also undergo dramatic changes. These physical changes are not uniform and are guided by choices individual fomoire make in their lives, as well as the plan Balar has in store from them. Though their forms are widely varied, there are some unifying characteristics which make identifying a fomoire possible for those who have studied the race.

Fomoire are an exceedingly varied race. They range in height from 4 ½ up to 9 feet tall and tend towards a frame covered with rippling muscle. While they tend to be a little hairier than the average human, fomoire often has patches of scale-like skin in random areas. Skin tones run the range seen with humans, however tones ranging into darker hues of grey, green, and blue have been seen. While fomoire have subtly pointed ears, the rest of their facial features (strong brow, round face, wide set
eyes) seem to be exaggerations of dwarvish features perhaps suggesting the two races came from the same source in the distant past.

Fomoire Traits

Ability Score Racial Traits: Fomoire are physically strong and hardy but tend to be more brutish. They gain a +2 to Strength or Constitution and a -2 penalty to either Intelligence or Charisma.
Type: Fomoire are Humanoid creatures with the fomoire subtype.
Languages: Fomoire begin play speaking Ostyr and Fomoire. Fomoire with high Intelligence scores can choose from the following: Aquan, Draconic, Dwarven, Elven, Giant, Goblin, and Orc


The fomoire must first choose their size, either Medium or Large. If Large is chosen, pick one more trait from the list below. If medium size is chosen, pick three more traits from the AdditionalTraits list below.


Large: Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 10 feet. Characters taking this trait gain the Giant subtype.

Medium: Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Additional Traits

Ancient Foe: Benefit: This fomoire gains a +2 dodge bonus to AC against humanoid (Elf ) as well as a +2 racial bonus on combat maneuver checks made to grapple them. They also gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

Battle-Hardened: Benefit: The fomoire gains a +1 bonus to CMD.

Bottom Dweller: Benefit: Some fomoire are specially adapted to the lightless depths of the oceans, but not to airfilled environments. They can see in the dark up to 120 feet while underwater. Out of water the distance is reduced to 60 feet.

Eater of All: Benefit: This fomoire gains a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. The fomoire also gains the ability to digest most any non-poisonous/non-diseased substance and gain nutrition from it. As long as there is anything around that the fomoire can fit in its mouth and down its throat, they never need to carry food with them.

Ferocity: Benefit: If the hit points of this femoire fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Master of the Waves: Benefits: The formoire gains both the Profession (Sailor) and Swim skills. These are always considered class skills for the fomoire. The Fomoire also gains a +2 racial bonus for both Profession (Sailor) and Swim.

Narwhal Kin: Benefits: The Fomoire gains the ability to breathe while under saltwater for a limited amount of time. For each 5 points of Constitution the fomoire has, they are able to breathe for one hour. After resurfacing, the fomoire must spend the same amount of time breathing air as they spent breathing water before they can use this ability again.
This ability does not work in freshwater.

Sea Seer: Benefit: The fomoire gains a +2 dodge bonus to AC when in the Water terrain (as per a ranger’s Favored Terrain ability). Additionally, fomoire are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours.
This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Strength of the Waves: Benefit: The fomoire gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. They also gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat
maneuver checks to sunder.

Water Child: Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.