© Square Enix, Final Fantasy XIV
Physical Description: The curved horns and beautifully patterned scales that characterize the Au Ra often give rise to speculation that this Hyur-like race native to the Far Eastern continent of Othard are, in fact, the progeny of dragons. This has long been disputed, with scholars citing several distinct differences as evidence of decidedly dissimilar roots—the foremost being the enhanced hearing and spatial recognition granted by an Au Ra's cranial projections (traits not attributed to draconian horns), and the second being the gross disproportion of body mass between Auri males and females (again, a trait widely unseen in dragons).
Some Auri possess luminous limbal rings (the outer edge of the eye's iris, which is normally darker than the rest of the iris).
Society: Au Ra are often split into two major clans - the Raen, a more peaceful and diplomatic clan, and the Xaela, the more combative and warlike clan.
Relations: Au Ra are friendly with the other races.
Alignment and Religion: Au Ra can be of any alignment. The Au Ra follow the gods Azim, the sun god said to have created the Raen Au Ra, and Nhamma, the moon goddess said to have created the Xaela Au Ra.
Adventurers: While Xaela are more suited to adventuring, Raen Au Ra may choose to adventure for want of a more exciting life.
Female Names:
Raen: Ajisai, Botan, Chidori, Hibari, Ibara, Kurenai, Mahiwa, Natsume, Ochimi, Tsugumi, Ume, Waka, Yachiyo, Zakuro
Xaela: Alagh, Caalun, Doyi, Ebegei, Guua, Hoelun, Ibakha, Jaliqai, Khadagan, Maral, Nomolun, Ogelen, Suvd, Tacchotan Ujin, Yesuntei
Male Names:
Raen: Ajisai, Botan, Chidori, Enrei, Furan, Haname, Izayoi, Kaede, Mozu, Narumi, Ochimi, Sayo, Tsugumi, Ume, Waka, Yachiyo, Zakuro
Xaela: Abaka, Buqatai, Chulgetei, Esugen, Guyug, Hooshal, Ilugei, Jenkshi, Kaishan, Luvsan, Maqali, Qoribucha, Shilugei, Tsagaday, Uchikin, Yerentai
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| After 17 Years | +1d3 years (18 - 20 Years) | +1d4 years (18 - 21 Years) | +2d4 years (19 - 25 Years) |
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 5 ft. 10 in. | +2d12 in. (6 ft. 0 in. - 7 ft. 10 in.) | 160 | +2d10x5 lbs (170 - 260) |
| Female | 4 ft. 3 in. | +2d8 in. (4 ft. 5 in. - 5 ft. 7 in.) | 85 | +2d8x5 lbs (95 -165) |
Standard Racial Traits
Ability Score Modifier: The Au Ra’s Ability Score Modifier is determined by their clan.
Size: Au Ra are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Au Ra are Humanoid with the Au Ra subtype
Base Speed: Au Ra have a base speed of 30 feet.
Languages: Au Ra begin play speaking Common and Auri (Xaldic or Raenish). Au Ra with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Unlike most races, Au Ra must choose a subrace. Features listed below are consistent across both clans, and are supplemented by the Subrace’s features.
Defense Racial Traits
Auri Scales: All Au Ra gain a +1 natural armour bonus
Fearless: All Au Ra gain a +2 racial to bonus for saves against fear
Feat and Skill Racial Traits
Survivalist: All Au Ra gain a +2 racial bonus on all Survival checks.
Enhanced Perception: Ai Ra gain a +2 racial bonus on Perception checks, due to their excellent hearing and spatial awareness.
Offensive Racial Traits
Ferocity: Once per day, when any Au ra is brought below 0 hit points but not killed, they can fight on for 1 more round as if disabled. At the end of their next turn, unless brought to above 0 hit points, they immediately fall unconscious and begin dying.
Inherited Slayer Training: All Au Ra gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. In addition, they gain a+2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
Senses Racial Traits
Darkvision: All Au Ra can see perfectly in the dark up to 60 feet.
Alternate Racial Traits
History of Violence: Warring between the clans make defense second nature to some Au Ra. Auri with this racial trait gain a +1 bonus to CMD. This racial trait replaces survivalist.
Inherited Blades: Some au ra develop razor-sharp nails. Au Ra with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of slashing damage. This racial trait replaces survivalist.
Elemental Resistance: The scales of some au ra are less effective against physical damage, but do grant them a mystical defense. Au Ra with this racial trait choose earth, fire, ice, lightning, water or wind at 1st level. They have elemental resistance 5 against that element. This racial trait replaces auri scales.
Keen Senses: Some Au Ra have a keener sense of smell and sight. They receive a +2 racial bonus on Perception checks. This racial trait replaces survivalist.
Deeper Inheritance: Some Au Ra have more bestial features. Au Ra with this racial trait gain a natural bite attack, dealing 1d4 points of piercing damage. The bite is a primary attack, or a secondary attack if the auri are wielding manufactured weapons. This racial trait replaces ferocity.
Prehensile Tail: Some Au Ra have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces Inherited Slayer Training:.
Weapon Familiarity: Au Ra from the east have become familiar with their style of combat. Au Ra with this trait either gain Weapon Proficiency (Monk) or two Eastern weapons of their choice. This racial trait replaces ferocity.
Subraces
Raen
Unlike their sister clan, the Raen have embraced a life of tranquility and solitude, long abandoning the nomadic lifestyle of their ancestors to settle the deep valleys of Othard's mountainous eastern reaches. Only on rare occasions will one emerge from the valley mists to seek adventure in realms afar.
Ability Score Modifier: Raen Au Ra gain a +2 bonus to Dexterity, a +2 bonus to Charisma, and a -2 Strength penalty.
Diplomatic Stance: Raen are very friendly and social, usually the host of a party or social function. They gain a +2 racial bonus to Diplomacy checks.
Xaela
Unlike their sister clan, the Xaela are free spirits who roam the vast western steppe in close-knit tribes hunting, gathering, and warring as their ancestors have for countless generations.
Ability Score Increase: Xaela Au Ra gain a +2 bonus to Strength, a +2 bonus to Wisdom and a -2 Intelligence Penalty
Brutal Tendencies: Xaela are intimidating without trying due their horned features, large bodies, and cold glowing gazes. They gain a +2 racial bonus to Intimidate checks.
Exiled
Some Au Ra settle in neither clan, and instead are cast out to survive amongst other races and populaces.
Ability Score Increase: Exiled Au Ra gain a +2 bonus to Constitution, a +2 bonus to Intelligence and a -2 Wisdom penalty
Languages: Exiled Au Ra do not know either dialect of Auri. Instead, they choose one language, to represent the race which they settled in, but can choose Auri as a bonus language due to high intelligence
Survivor’s Bravado: Exiles generally get by not only through their hardy demeanour, but by making others think them stronger than they are. They gain a +2 racial bonus to Bluff checks.
Favoured Class Bonuses
Some favoured class bonuses can only be used by Raen or Xalea, marked with an (R) or (X) respectively, while others can be used by both. Exiled Au Ra can choose any favoured class bonus.
Bard (R): Add +1/4th to the morale bonus provided by battle tempo.
Black Belt (X): Increase the number of times per day the black belt can use martial flexibility by +1/4.
Dark Knight (X): Add an additional +1/2 point to the damage dealt by destroy.
Dragoon: You add a +1/5 shield bonus to AC when two-handing any weapon from the Polearm weapon group.
Knight: Add +1/4 to the circumstance bonus to AC when using defend ally.
Monk: Gain +1/6 of a bonus style feat or wildcard slot. The monk does not need to meet the prerequisites for this style feat.
Mystic Knight: Add +1/3 to the maximum amount of damage lingering pain can deal.
Paladin (R): Gain +1/3 of a daily use of sanctity.
Ranger (X): Gain one extra daily use of a specific specialty ammo.
Samurai (R): Add +1 to the samurai's CMB when making a disarm or sunder attempt.
Thief (R): Gain +1/2 on the Disguise bonus from dual identity or on disguise checks when using a thief talent in their social identity.
Warrior (X): Add +1 to the warrior's total number of advance rounds per day.
Racial Archetypes
None
Racial Feats
None






