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Racial Traits Race Point Cost
TypeOutsider (native)3
Base SpeedNormal0
Ability Score ModifiersFlexible (+2 Wis, +2 Cha)2
DefenseCelestial resistance3
Feat and SkillSkilled (Diplomacy and Perception)4
MagicalSpell-like Ability1

The forgiven are a beast tribe that reside in the world of the first. Like the voidsent are those warped by primordial darkness, the forgiven are living beings warped by primordial light, with a majority appearing more angelic when compared to their voidsent counterparts. Unlike their sin eater cousins however, the forgiven retain their sense of self and intelligence.

Standard Racial Traits

  • Ability Score Modifiers: Forgiven are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
  • Type: Forgiven are outsiders with the native subtype.
  • Size: Forgiven are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Forgiven have a base speed of 30 feet.
  • Languages: Forgiven begin play speaking Common and Celestial. Forgiven with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Celestial Resistance: Forgiven have holy resistance 5, ice resistance 5, and lightning resistance 5.

Feat and Skill Racial Traits

  • Skilled: Forgiven have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits

  • Spell-Like Ability (Sp): Forgiven can use light once per day as a spell-like ability (caster level equal to the forgiven’s class level), using their Charisma modifier for spell effects.

Senses Racial Traits

  • Darkvision: Forgiven have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Celestial Crusader: Some Forgiven follow their desire to war against the powers of Dark and Light and proof they are just who they are. These individuals gain a +1 insight bonus on attack rolls and to AC against holy and shadow outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify holy and shadow outsiders or items or effects created by those outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
  • Crusading Magic: Many Forgiven feel obligated to train to defend the world against fiends and their sin-eater relatives. These forgiven gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces skilled and spell-like ability.
  • Deathless Spirit: Strongly infused with Light-Aspected Aether some resist Dark Magic especially well. They gain resistance 5 against shadow damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, dark channel, and spells or spell-like abilities of the dark school. This racial trait replaces celestial resistance.
  • Exalted Resistance: A forgiven with this racial trait gains spell resistance (SR) equal to 12 + her level against spells and spell-like abilities with the dark descriptor, as well as any spells and spell-like abilities cast by outsiders of the shadow/dark or evil subtype. This racial trait replaces celestial resistance.
  • Halo: Some Forgiven possess the ability to manifest halos. A forgiven with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against Evil and Shadow creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces darkvision.
  • Immortal Spark: Forgiven are infused with light and therefore the power of stillness. Forgiven with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects. This racial trait replaces skilled.
  • Monstrous Heritage: Some Forgiven take on the more monstrous aspects of their Sin-eater relatives. These forgiven exhibit either powerful, toothy maws or dangerous claws. The forgiven can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces spell-like ability.
  • Scion of Mortality: Some Forgiven have relative weak infusion with light. A forgiven with this racial trait counts as an outsider (native) and a humanoid (hume) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for hume without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
  • Truespeaker: There are some Forgiven who, thanks to their distant connection to Eden, can transcend all boundaries of language. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Racial Feats

The following feats are available to a forgotten character who meets the prerequisites.

Racial Archetypes

The following racial archetypes are available to forgiven:

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Bard: Choose one bardic performance; treat the bard as +1/6 level higher when determining the effects of that performance.
  • Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Chocobo Knight: Add +1/4 to the chocobo knight’s bonus on damage against targets of his challenge.
  • Cleric: Add +1/2 to damage when using holy energy against undead or using Alignment Channel to damage evil outsiders.
  • Holy Knight: Add +1 to the amount of damage the holy knight heals with lay on hands, but only when the holy knight uses that ability on herself.
  • Summoner: Add DR 1/evil to the summoner’s avatar. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
  • White Mage: Add +1/4 to the white mage’s caster level when casting spells with the light descriptor.