ARMANDS
Armands are nomadic humanoids who wander the desert
in search of new experiences. They operate as a democratic
unit with all adult armands able to voice and vote in council.
They don't believe in individual ownership and
share all possessions and resources among other
armands. Their philosophy scorns wealth
because of its transitory nature. Of infinitely
greater value are experiences, and those
armands who have traveled, adventured,
and returned to the tribe are deemed
"wise ones" whose advice carries the
most weight. Thus, many young adult
armands leave their families and seek
to see more of the world.
An armand prefers to avoid combat.
It enjoys living and treasures
new experiences. An armand
rarely starts a conflict because
combat too often causes an
untimely end and deprives
the armand or its foe of
the pleasures of life. However,
it will certainly fight
if attacked.
Armand leaders arise from those who have traveled widely
and experienced much. It is the duty of an armand warden
to return to the tribe and lend its wisdom to the group.
An armand tribe usually consists of several small, closely
knit family groups that come together to share resources.
When faced with a deadly common foe, many tribes will
converge on a defensible location to "make their stand."
Tribes look to the wardens for leadership, and a single
tribe may have several wardens leading it. The armands
rarely build permanent dwellings. They live in large
communal tents or take advantage of ready shelter, such
as caves.
Armands worship Fharlanghn, Obad-Hai, or Pelor (or
other deities whose portfolios include travel, nature, and
the sun).
A typical armand stands 3-1/2 to
4 feet tall and weighs roughly 150
pounds.
ARMAND RACIAL TRAITS
-
+6 Dexterity, +6 Constitution.
-
Small size. +1 bonus to Armor Class, +1 bonus on
attack rolls, +4 bonus on Hide checks, -4 penalty on
grapple checks, lifting and carrying limits 3/4 those of
Medium characters.
-
An armand's base land speed is 20 feet, and it has a
burrow speed of 10 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: An armand begins with five levels of
monstrous humanoid, which provide 5d8 Hit Dice, a base
attack bonus of +5, and base saving throw bonuses of Fort
+1, Ref +4, and Will +4.
-
Racial Skills: An armand's monstrous humanoid levels
give it skill points equal to 8 × (2 + Int modifier, minimum
1). Its class skills are Jump, Listen, Spot, and Survival. It has
a +4 racial bonus on Survival checks.
-
Racial Feats: An armand's monstrous humanoid levels
give it two feats.
-
+4 natural armor bonus.
-
Natural Weapons: 2 claws (1d4).
-
Defensive Stance (Ex): When it needs to, an armand can become a stalwart
bastion of defense. As a move action, an armand can take a
defensive stance, gaining phenomenal precision and durability,
but it cannot move while in this stance. The creature
gains a +2 bonus on attack rolls, a +2 resistance bonus on all
saves, and a +4 dodge bonus to AC until it moves.
-
Stability (Ex): Armands are exceptionally stable on their
feet. They gain a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground
or burrowing (but not when climbing, flying, riding, or
otherwise not standing firmly on the ground).
-
Automatic Languages: Common and Armandish.
Bonus Languages: Elven, Giant, Gnome, Goblin, Sylvan.
-
Favored Class: Monk.
-
Level adjustment +3.
CHANGELINGS
Changelings are subtle shapeshifters capable of disguising
their appearance. They evolved through the union of doppelgangers
and humans, eventually becoming a separate
race distinct from either ancestral tree. Changelings do
not possess the full shapechanging ability of doppelgangers,
but they can create effective disguises at will. This
ability makes them consummate spies and criminals, and
many changelings live up to that potential.
In general, changelings are prudent and cautious,
preferring to take risks only when they feel that their
chances are good or the payoff is worth it. They
appreciate the finer things in life and take great
pleasure in the comforts of a wealthy lifestyle
when they can obtain it. They avoid direct
confrontation, preferring stealthy strikes
and hasty retreats whenever possible. In
conversation, they are soft-spoken but
have a gift for drawing out more information
than the other party usually plans
to reveal.
Changelings strongly resemble their doppelganger
lineage, with only a passing nod to
their humanoid heritage. All changelings fall
within the boundaries of Medium size, usually
standing between 5 and 6 feet tall. Unlike
true doppelgangers, changelings
do have gender in their natural
form, although they can adopt
any shape they like. They
speak Common, but
many changelings enjoy
collecting other
languages to expand
their repertoire of disguises
and identities.
Humans and elves regard
changelings with suspicion.
Many, however, have reason
to do business with them. Dwarves have little
patience for their deceptive and subtle manner.
Gnomes and halflings, on the other hand, enjoy matching
wits with changelings, though they are often rivals in
certain shady activities.
Changelings do not build cities of their
own, but live among humans, goblinoids,
or other races, blending in among them
and living in their shadow. They are
most commonly found in large cities,
where they form the backbone of the criminal
underworld, though many find more respectable
work as entertainers, government
agents, and sometimes adventurers. Even
in large cities, they do not cluster into
extremely large groups. A changeling
"clan" is actually a voluntary association
of changelings grouped together for
mutual protection rather than a group
of blood relatives. Clan heads govern by
the consent of the clan, and this position
tends to change hands frequently.
Bosses maintain order and help organize
the clan for common purposes.
A changeling clan includes
30% noncombatants, primarily
children and the elderly, who
are usually the primary reason for the clan's
existence. Changelings without dependents
generally find little reason to associate with a clan
and operate alone or in smaller gangs organized by a
charismatic leader.
Many changelings revere the deity known as the Traveler.
Many others follow a personal philosophy of the
perfect form, in which physical transformation is a spiritual
practice symbolizing purification. This philosophy
is curiously amoral, and its practitioners include both
assassins and saintly ascetics.
Changelings are reluctant fighters, preferring to intimidate
or bluff their opponents. When forced to fight, they fight
defensively while assessing their chances of winning the
fight. Changelings are not above running when they find
themselves in a losing situation.
CHANGELING RACIAL TRAITS
-
Humanoid (Shapechanger).
-
Medium size.
-
Changeling base land speed is 30 feet.
-
+2 racial bonus on saving throws against sleep and
charm effects.
-
Minor Change Shape (Su): Changelings have the
supernatural ability to alter their appearance as though
using a disguise self spell that affects their bodies but not
their possessions. This is not an illusory effect but a minor
physical alteration of a changeling's facial features, skin
color and texture, and size, within the limits described
for the spell. A changeling can use this ability at will,
and the alteration lasts until she changes shape again. A
changeling reverts to her natural form when killed. A true
seeing spell reveals her natural form. Using this ability is a
full-round action. When using its minor change shape ability, a
changeling gets a +10 circumstance bonus on Disguise
checks.
-
+2 racial bonus on Bluff, Intimidate, and Sense Motive
checks.
-
Natural Linguist: Changelings add Speak Language to
their list of class skills for any class they adopt.
-
Automatic Languages: Common. Bonus Languages:
Auran, Dwarven, Elven, Giant, Gnome, Halfling, and
Terran.
-
Favored Class: Rogue.
DRACOTAURS
Dracotaurs are sly, merciless predators
incapable of showing compassion
and expecting none in return.
Hard scales that vary in color from
green to brown cover a dracotaur from
head to tail. Males have ornate cresting
on their heads, throats, and
chests ranging from bright red to
deep purple. A dracotaur's 4-footlong
tail, although used primarily
for balance, ends in wicked
spikes that can be brought to
bear in battle.
Dracotaurs excrete body
oil that helps keep their
scales and leather armor
supple. They typically
wield sharp spears.
Dracotaurs overwhelm their foes quickly
using ambushes and flanking tactics. Cold, calculating
creatures, dracotaurs usually announce their presence by
spitting gouts of fire at their foes and then charge forward
with their spears. In the unfolding conflict, a dracotaur relies
on its brute strength and multiple attacks to win the day.
Dracotaurs gather in small, nomadic tribes. Dracotaurs
respect power above all, and they measure power in terms
of raw strength and arcane magical ability. Their leaders are
usually mighty warriors, sorcerers, or both.
Although dracotaur tribes occasionally fight over land, rival
tribes quickly band together when faced with a common
outside threat. Dracotaurs will also ally with other reptilian
creatures, including lizardfolk and nagas. Although they are
not devout creatures, dracotaurs see true dragons as powerful
embodiments of the ancient gods and will give their
lives in the service of such creatures. Much of the race's arcane
knowledge comes from the ancient
teachings of the true dragons.
Dracotaurs rarely stay in any one place
long enough to warrant the building
of permanent settlements. However,
tribes will often lay claim to ancient
ruins and use them as sanctuaries,
training grounds, or
neutral meeting places.
Dracotaurs and centaurs
despise one another,
and many a dracotaur warrior
dreams of devouring the
flesh of a fallen centaur foe.
An adult dracotaur
stands 7 feet tall and measures
10 feet long, weighing
about 2,000 pounds. Dracotaur
clerics (which are rare) worship Tiamat and can choose
from the Destruction, Evil, and Trickery domains.
DRACOTAUR RACIAL TRAITS
-
+8 Strength, +2 Dexterity, +6 Constitution, +2 Intelligence,
+2 Charisma.
-
Large size: -1 penalty to Armor Class, -1 penalty on attack
rolls, -4 penalty on Hide checks, +4 bonus on grapple checks,
lifting and carrying limits double those of Medium characters.
-
Space/Reach: 10 feet/5 feet.
-
A dracotaur's base land speed is 50 feet.
-
Darkvision out to 60 feet, low-light vision.
-
Racial Hit Dice: A dracotaur begins with three levels
of dragon, which provide 3d12 Hit Dice, a base attack bonus
of +3, and base saving throw bonuses of Fort +3, Ref +3,
and Will +3.
-
Racial Skills: A dracotaur's dragon levels give it skill
points equal to 6 × (6 + Int modifier). Its class skills are
Intimidate, Jump, Knowledge (arcana), Listen, Sense Motive,
Spellcraft, Spot, Survival, Swim, and Use Magic Device.
Because of their tails, dracotaurs have a +4 racial bonus on
Balance, Jump, and Swim checks.
-
Racial Feats: A dracotaur's Hit Dice give it two feats.
-
Weapon and Armor Proficiency: Proficient with all simple weapons. Proficient with
light armor.
-
+5 natural armor bonus.
-
Natural Weapons: Bite (1d8) and tail slap (1d8 plus 1 1/2 Strength bonus).
-
Spit Fire (Su): A dracotaur can spit a glob of fire as a standard
action. Once a dracotaur spits, it cannot spit again for 1
minute. The dracotaur's spittle is a sticky adhesive substance
that ignites when exposed to air, much like alchemist's fire.
This glob of fiery spittle is treated as a ranged touch attack
with a range increment of 20 feet.
A direct hit deals 2d6 points of fire damage. Every creature
within 5 feet of the point where the spittle hits takes 1d4
points of fire damage from the splash. Unlike alchemist's
fire, a dracotaur's spittle does not continue to burn.
-
Immunity to magic sleep
effects and paralysis.
-
Automatic Languages: Draconic. Bonus Languages: Any.
-
Favored Class: Sorcerer.
-
Level adjustment +5.
SAND GIANTS
Disciplined and cautious, sand giants are respected, honorable
desert-dwellers.
A sand giant's hair can be black, brown, tan, or blond, and
its eyes usually match its hair color. Its skin ranges from a
deep chocolate brown to pale beige.
Sand giants prefer loose, light garments in colors that
harmonize with their desert landscape, such as sandy beige,
white, dusty red, and khaki. They avoid wearing bulky or
metal armor, preferring leather or studded leather in the
hot desert.
Sand giants live in stable communities in the desert. Their
lives revolve around ordered discipline. Their desert dwellings
exhibit careful organization and a layout that emphasizes
defensibility. They often build into the side of a mesa
or in some other geographically sheltered area.
Sand giant leadership originates from a hereditary monarchy.
The next king or queen is
the first-born child of
the present monarch.
A complicated line of
succession based on
blood relations and birth order
dictates the order of the heirs
beyond the first.
Most sand giant communities
are isolated in the desert,
but the giants are by no means
isolationists. They usually conduct
profitable trades with caravans
and travelers. Occasionally,
a sand giant will act as a guide for
travelers in the harsh desert.
A sand giant usually prepares for combat
by digging into the sand and
hiding to lure its opponents in
close, readying its sand blaster
to spray its enemies. In
close com bat, a sand
giant wields its mighty
scimitar.
An adult male is about 12 feet tall and weighs about 2,000
pounds. Females are slightly larger and heavier, but otherwise
identical with males. Sand giants can live to be 250 years old.
SAND GIANT RACIAL TRAITS
-
+16 Strength, +10 Dexterity, +10
Constitution, +6 Wisdom, +2 Charisma.
-
Large size. -1 penalty to Armor Class, -1
penalty on attack rolls, -4 penalty on Hide checks, +4 bonus
on grapple checks, lifting and carrying limits double those
of Medium characters.
-
A sand giant's base land speed is 40 feet, and it has a
burrow speed of 10 feet.
-
Low-light vision.
-
Racial Hit Dice: A sand giant begins with fifteen levels
of giant, which provide 15d8 Hit Dice, a base attack bonus
of +11, and base saving throw bonuses of Fort +9, Ref +5, and
Will +5.
-
Racial Skills: A sand giant's giant levels give it skill points
equal to 18 × (2 + Int modifier, minimum 1). Its class skills are
Hide, Knowledge (nature), Listen, Spot, and Survival. A sand
giant gains a +8 racial bonus on Hide checks and Survival
checks in deserts.
-
Racial Feats: A sand giant's giant levels give it six
feats.
-
Weapon Familiarity: Sand giants treat sand blasters
as martial weapons rather than exotic weapons.
-
+11 natural armor bonus.
-
Spell-Like Abilities: 1/day - meld into stone,
statue. Caster level 15th.
-
Heat Shimmer (Su): At will as a free action, a sand giant
can create a shimmering effect around itself that functions
like a blur spell, caster level 15th.
-
Fire Subtype: Immunity
to fire, vulnerability to cold.
-
Automatic Languages: Common and Giant. Bonus
Languages: Draconic, Elven, Goblin, Orc.
-
Favored Class: Fighter.
-
Level adjustment +4.
FLINDS
These powerful and merciless relatives of the gnolls are
often found in gnoll bands as leaders or elite hunters. While
gnolls admire and respect them, flinds have no great love for
their lesser cousins.
The merciless flinds are clever tacticians, preferring to use
surprise, terrain, and superior numbers to their advantage.
When commanding gnoll hunting parties, they have no
qualms about sacrificing their cousins for personal gain.
A flind appear much like a gnoll, though it is a little
shorter and broader. It stands roughly 7 feet tall and
weighs 300 to 350 pounds. A flind's forehead does not slope
back as far, and its ears are more rounded than those of an
ordinary gnoll. Flind leaders are usually rangers or blackguards. Flind
clerics typically worship Erythnul, deity of slaughter.
FLIND RACIAL TRAITS
-
+6 Strength, +2 Dexterity, +4 Constitution.
-
Medium size.
-
A flind's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A flind begins with two levels of
humanoid, which provide 2d8 Hit Dice, a base attack
bonus of +1, and base saving throw bonuses of Fort +3,
Ref +0, and Will +0.
-
Racial Skills: A flind's humanoid levels give it skill
points equal to 5 × (2 + Int modifier, minimum 1). Its class
skills are Listen and Spot. Flinds gain a +2 racial bonus on
Charisma-based checks made to influence gnolls.
-
Racial Feats: A flind's humanoid levels give it one feat.
-
Weapon Familiarity: Flinds treat flindbars as martial
weapons rather than exotic weapons.
-
+2 natural armor bonus.
-
Automatic Languages: Common, Gnoll. Bonus
Languages: Draconic, Elven, Goblin, Orc.
-
Favored Class: Ranger.
-
Level adjustment +2.
GOATFOLK
Goatfolk are powerfully built goatlike creatures that
resemble satyrs. Unlike their hedonistic and mischievous
fey cousins, goatfolk are much more physically focused
creatures who favor a barbarian lifestyle.
Goatfolk choose leaders by combat, and the strongest and
most aggressive lead the pack. Thus, leadership is transitory
and prone to challenge. Both males and females assert themselves
and hold these temporary positions of power.
These creatures call themselves ibixians, and races that
deal regularly with them use the proper name, but colloquially,
they've been dubbed "goatfolk."
Goatfolk enjoy melee combat. They often start fights for the
sheer pleasure of fighting.
Goatfolk are bigger than most humans and almost all
satyrs, standing about 6 to 6-1/2 feet tall and weighing about
250 pounds.
GOATFOLK RACIAL TRAITS
-
+4 Strength, +2 Constitution, -2
Intelligence, -2 Wisdom.
-
Medium size.
-
An ibixian's base land speed
is 30 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: An
ibixian begins with three levels
of monstrous humanoid, which
provide 3d8 Hit Dice, a base
attack bonus of +3, and base
saving throw bonuses of Fort +1, Ref
+3 and Will +3.
-
Racial Skills: An ibixian's monstrous
humanoid levels give it skill
points equal to 6 × (2 + Int modifier, minimum 1). Its class skills
are Intimidate, Listen, Spot, and
Survival. It has a +4 racial bonus on
Intimidate checks.
-
Racial Feats: An ibixian's monstrous humanoid levels
give it two feats.
-
Weapon Proficiency: An ibixian is proficient with the
greataxe and all simple weapons.
-
+2 natural armor bonus.
-
Natural Weapons: Head butt (1d6).
-
Pack Fervor (Ex): An ibixian loves to brawl with or alongside
others of its kind. Doing this increases its enjoyment of
the fight and adds ferocity to its attacks. When an ibixian is
within 30 feet of another goatfolk, it gains a +2 morale bonus
on attack rolls and damage rolls and a +4 morale bonus
on saving throws against fear effects.
-
Automatic Languages: Ibixian and Common. Bonus
Languages: Elven, Giant, Gnome, Goblin, Sylvan.
-
Favored Class: Barbarian.
-
Level adjustment +1.
FORESTKITH GOBLINS
These nocturnal hunters, also known as kith, are formidable
despite their small size. Though they can easily stand
upright, forestkith goblins tend to run and walk on all fours
in a manner characteristic of primates, perhaps because
their arms are longer than their legs. Their mouths sport
very sharp teeth, and each hand and foot brandishes long,
curved claws adapted for climbing. They spend most of their
time in trees.
Forestkith goblins hunt most creatures that travel
through their forest territories, ignoring only those creatures
larger than a horse. In lean times, forestkith goblins
often plan and execute sophisticated raids on
humanoid frontier communities for food,
preferring snatch-and-run tactics targeting
the young.
Forestkith goblins excel at ambushes
and use well-established
tactics to fit the prey they seek.
If fighting a larger group, they
attack the weakest members
with nets first, dragging the
entangled victims away quickly
to feed on them before going
back for the rest.
Forestkith goblins attack
obviously superior foes heedlessly
with the same wild frenzy
and loud, discordant screams
that paralyze their weaker foes with
fright. Their lust for the kill usually overwhelms
concern for individual safety. Any
attack on a more numerous, stronger, or more sophisticated
foe can result in the whole forestkith goblin
party being wiped out if it is not led by a druid kith elder,
who alone possesses the wisdom and leadership to order a
strategic retreat.
Forestkith goblins do not have a sophisticated culture or
written language. The only tools they routinely make are
their nets, which are highly prized by hunters for their
masterwork quality.
Forestkith goblins are nomadic hunters and have no
established home, but roam a well-defined territory, usually
5 square miles per group member. Forestkith goblins
hunt until the rays of daylight make their way through the
forest canopy, whereupon they immediately go to sleep in
their tree shape wherever they are standing.
They operate with a semblance of pack unity and coordination
only when executing ambushes or raids for food. Forestkith
goblins encountered alone are usually social outcasts.
Political currency in forestkith goblin society is defined
only by who can guarantee the most food. Leaders can be
either male or female, determined by who can devise and
orchestrate the most lethal ambushes and raids as well as
personally lead the charge.
A forestkith goblin stands about
3 feet tall and weighs about 40
pounds.
FORESTKITH GOBLIN RACIAL TRAITS
-
+2 Dexterity, -2 Intelligence.
-
Small size. +1 bonus to Armor Class, +1 bonus on
attack rolls, +4 bonus on Hide checks, -4 penalty on
grapple checks, lifting and carrying limits 3/4 those of
Medium characters.
-
A forestkith goblin's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Racial Skills: +2 racial bonus on Jump checks. They
also have a +8 racial bonus on Climb checks and can always
choose to take 10 on Climb checks, even if rushed or threatened.
Forestkith goblins gain a +4 racial bonus on Hide and
Move Silently checks in forested areas. They gain a +4 racial
bonus on Craft (weaving) checks to create nets.
-
Weapon Familiarity. Forestkith goblins treat nets as
martial weapons rather than as exotic weapons.
-
+1 natural armor bonus.
-
Discordant Frenzy (Ex): When melee ensues, forestkith
goblins go into a frenzy, jumping about chaotically and
screaming loudly. Creatures with 2 HD or fewer within 30
feet of at least three attacking forestkith goblins become
shaken for 1d4 rounds unless they succeed on a Will
save. A creature that resists the effect cannot be affected by
it for 24 hours. This is a mind-affecting fear effect. The save
DC is Charisma-based.
-
Light Sensitivity (Ex): Forestkith goblins are dazzled in
bright sunlight or within the radius of a daylight spell.
-
Tree Shape (Su): A forestkith goblin can change form
into a small tree, shrub, or limb, equivalent to the tree shape
spell as cast by a 12th-level druid. A forestkith goblin
typically uses this ability at or near daybreak as a form of
camouflage, due to its dislike for daylight.
A goblin cannot dismiss this effect, but it ends automatically
at sunset or if the goblin takes damage.
-
Automatic Languages: Goblin. Bonus Languages:
Common, Elven, Giant, Orc.
-
Favored Class: Barbarian.
-
Level adjustment +1.
HARSSAFS
As harsh and unyielding as their desert homes, harssafs
don't typically deal congenially with others. Harssafs live
in and wander the great deserts and barren places of the
world. Seemingly composed of the fire and sand of their
home terrain, they live in nomadic bands and frequently
raid settlements within or near their desert homes.
Harssafs live mostly insular lives, traveling and raiding
throughout a massive section of desert. Harssafs have no
compunctions about killing when necessary, but they take
no particular pride in it. Killing to the harssafs is a necessary
skill to survive the coming sandstorms that will carry
the great desert to the far reaches of the world.
A harssaf prefers to ambush its opponents, hiding among
the dunes near the desert edge in sand form or just beneath
the sands and using its blindsense to determine when
potential targets wander by. Once engaged in melee, a
harssaf ignites its weapons and closes to melee, wielding its
twin kukris with deadly efficiency. Most clans of harssafs
include monks that specialize in the arts of grappling, and
one of these can frequently be found as part of a raiding
party. These individuals have the unenviable job of subduing
spellcasters, especially those that exhibit any signs of
casting cold magic.
Harssaf clans are incredibly structured, composed of a
strict caste system of scouts and tenders. Tenders comprise
less than one-third of a band's total population, and even
they are capable warriors. Consisting mostly of scouts incapable
of fighting due to age or infirmity, pregnant females,
young children, and the few craftsfolk of the clan, tenders
are regarded as second-class citizens. Leaders of the clans
always emerge from the scout caste, which consists of any
male or female of fighting age.
Males and females have an equal opportunity to prove
themselves worthy of the scout caste. But females who
have children are relegated to be tenders until their children
are old enough to be left with others of the caste.
Only then can these females return to the scout clan. As
a result, children are raised by the clan as a whole, being
alternately schooled by different members of the scout caste.
These scouts have taken it upon themselves to educate the
youngsters in various martial and religious mysteries to
ensure they are prepared to choose their career when they
come of age.
Harssaf clans sometimes skirmish over resources or territory,
but they prefer to avoid fighting other chosen desert
dwellers and focus their raids on the soft outlanders.
A harssaf camp is usually composed of several small
tents shared by tenders, and a few large pavilions where
the scouts stay. Due to their natural affinity for hot and
sandy environments, harssafs have no problem sleeping in
the open desert. Rumors exist of ancient harssaf structures
in the deepest deserts, strongholds that all clans visit from
time to time. These strongholds are said to hold the history
of the mysterious harssaf people, as well as monasteries that
devote themselves to schooling the many monks of the
harssaf clans.
Harssafs worship no particular deity, but rather
worship the desert itself. They believe their race once
spawned from the desert, and that one day the desert will
rise up to swallow the earth in its warm embrace. Only
they, the faithfully prepared, will survive the onslaught of
the desert. A few worship powerful lords of the Elemental
Plane of Fire.
Both male and female harssafs stand about 6 feet tall and
weigh about 190 pounds. Harssaf clerics can choose from the Fire, Law, Strength,
and Sun domains.
HARSSAF RACIAL TRAITS
-
+4 Strength, +6 Dexterity, +6
Constitution, +2 Charisma.
-
Medium size.
-
A harssaf's base land speed is 30 feet, and it has a
burrow speed of 10 feet.
-
Racial Hit Dice: A harssaf begins with six levels of
monstrous humanoid, which provide 6d8 Hit Dice, a base
attack bonus of +6, and base saving throw bonuses of Fort
+2, Ref +5, and Will +5.
-
Racial Skills: A harssaf's monstrous humanoid levels
give it skill points equal to 9 × (2 + Int modifier, minimum
1). Its class skills are Climb, Hide, Jump, Knowledge
(nature), Listen, Move Silently, and Spot.
-
Racial Feats: A harssaf's monstrous humanoid levels
give it three feats. It also has Alertness and Lightning
Reflexes as bonus feats.
-
+3 natural armor bonus.
-
Flaming Aura (Su): At will as a free action, a harssaf
can generate an intense fiery heat. This aura takes the form
of a miragelike shimmering around a harssaf's body. Any
creature that comes within 5 feet of a harssaf automatically
takes 1d6 points of fire damage per round, and any creature
struck by a harssaf's melee attacks takes an extra 1d6 points
of fire damage. Only metallic weapons conduct this heat, but
harssafs rarely wield wooden weapons when they use this
ability, since doing so typically renders the weapons useless
after a few rounds.
-
Sand Pulse (Su): Once per day as a standard action, a
harssaf can generate a sand pulse in a 30-foot-radius spread
centered on itself. All creatures within the area must make
a DC 15 Reflex save or take 3d6 points of damage from the
high-powered blast of sand and be blinded for 5 rounds. Success
negates the blindness and halves the damage. The save
DC is Constitution-based.
Creatures that do not rely on eyes to see (such as grimlocks)
are unaffected by the blindness but can still take
damage from the sand pulse. Harssafs are immune to the
sand pulses of other harssafs.
-
Sand Form (Su): At will as a standard action, a harssaf
can assume the form of a pile of mobile sand. This ability
works as the gaseous form spell, except the harssaf is composed
of sand instead of vapor and it cannot fly; harssafs in
sand form slither along the ground and can fit through gaps
or crevices less than one-quarter inch wide.
-
Blindsense 30 ft.
-
Damage reduction 5/bludgeoning.
-
Fast healing 3.
-
Immunity to blindness.
-
Fire Subtype: Immunity to fire, vulnerability to cold.
-
Spell resistance equal to 17 + class levels.
-
Automatic Languages: Common, Ignan. Bonus
Languages: Draconic, Dwarven, Elven, Giant, Halfling,
Orc, Terran.
-
Favored Class: Monk.
-
Level adjustment +4.
KENKUS
Kenkus evolved from avians, although they no longer possess
wings or the ability to fly. Soft, dark feathers cover a
kenku's head and torso, although its scrawny arms and legs
remain bare.
Selfish and secretive in their dealings, kenkus gather in
large cities, lurk in dark alleys, and hoard purloined gold.
They rarely travel alone, instead preferring to roam the
streets in small gangs, all the while hatching plots to amass
more wealth and power. Due to their penchant for shady
ventures, they are often employed as thugs, thieves, spies,
and assassins.
Beneath their unremarkable brown robes, kenkus conceal
a variety of useful tools and weapons. Vicious but cowardly,
kenkus usually flee or surrender the instant things start to
go badly for them.
Kenkus hatch like birds and dwell in family aeries and
nests, most of which are located in or near large cities. At age
nine, a young adult kenku leaves the home-nest forever and
strikes out on its own, usually falling in with small groups
of like-minded kenkus. Adult kenkus remain with these
groups for mutual protection and gain. A few strike out on
their own or partner with other types of creatures who value
the services a kenku can provide.
Kenku characters tend toward neutrality; although most
kenkus are evil, neutral and neutral good kenkus also exist.
Kenkus favor the rogue class and often pursue the assassin
prestige class. Kenku clerics are rare, but those that exist
typically worship Vecna, the god of secrets.
A kenku averages 5 feet in height. Because its bones are
partly hollow, it weighs a mere 75 pounds.
KENKU RACIAL TRAITS
-
+2 Dexterity, -2 Strength.
-
Medium size.
-
A kenku's base land speed is 30 feet.
-
Low-light vision.
-
Great Ally (Ex): Kenkus work exceptionally well
with their allies. When successfully aided on a skill check
or attack roll by an ally, or when aiding another, a kenku
applies or gains a +3 bonus on its check or attack roll (instead
of the normal +2 bonus). Furthermore, a kenku gains a +4
bonus on attack rolls against an opponent flanked by an ally
(instead of the normal +2 bonus).
-
Mimicry (Ex): A kenku can perfectly mimic familiar
sounds, voices, and accents. This ability does not enable
the kenku to speak languages it can't normally speak. To
duplicate a specific individual's voice, a kenku makes a Bluff
check; a listener familiar with the voice being imitated must
succeed on an opposed Sense Motive check to discern that
the voice isn't genuine.
-
Natural Weapons: 2 claws (1d3).
-
+2 racial bonus on Hide checks and Move Silently
checks.
-
Automatic Languages: Common and Kenku. Bonus
Languages: Auran, Dwarven, Gnome, Goblin, Halfling.
-
Favored Class: Rogue.
BLACKSCALE LIZARDFOLK
Like their smaller cousins, blackscale
lizard folk are primitive reptilian humanoids
that can be very dangerous if provoked.
Blackscale lizardfolk
are proud and fierce fighters,
concerned with heroic action and personal glory. Left on
their own, they will fight as disorganized individuals,
but their leaders can force them to work together for short
periods of time. The blackscales have little patience for
tricks and traps, considering such tools to be the trade of
lesser lizardfolk.
Blackscales claim that their dark coloration and facial
features are proof of a blood connection to the dragons of
Haka'torvhak, but little proof to this claim exists.
The jungles of Q'barra are home to three distinct species
of lizardfolk - the blackscales, the Cold Sun Tribes,
and the poison dusk. The blackscales are the largest of the
three, and throughout the history they have used their size
to dominate and intimidate their smaller kindred. They
are the guardians of the sacred city of Haka'torvhak
and the warriors of the dragon Rhashaak. They are
proud and arrogant, and are usually extremely hostile
toward humans who trespass into the deep jungles
of Q'barra.
While their culture is quite primitive, the
black scales have access to the vaults and arsenals
of Haka'torvhak. High-ranking warriors or
priests wear glittering jewels, and the weapons
of the blackscales are often elaborately carved
and decorated. The guardians of the sacred
city may be equipped with better weapons,
shields, or armor - possibly
even magic relics from the
deep vaults.
The blackscales typically
live off the "tribute"
they extract from the other
tribes - officially, offerings
made to the great
dragon and its guardians.
The dragon priests hold
the ultimate authority
within society but rarely
use this power; in the absence
of interference from a priest, the
most powerful warrior rules the tribe. Any of
the three species of lizardfolk can be called to
serve as dragon priests; the blackscales consider
the priests to be a fourth tribe, and thus see no shame in
following their commands.
A blackscale lizardfolk is usually 8-1/2 to 9-1/2
feet tall, and weighs about 600 pounds. Its tail is 4
to 5 feet long.
BLACKSCALE LIZADFOLK RACIAL TRAITS
-
+8 Strength, +4 Constitution, -2 Intelligence, -4 Charisma.
-
Large size. -1 penalty to Armor Class, -1 penalty
on attack rolls, -4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those
of Medium characters.
-
Space/Reach: 10 ft./10 ft.
-
A blackscale lizardfolk's base land speed is 40 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A blackscale lizardfolk
begins with four levels
of monstrous humanoid, which
provide 4d8 Hit Dice, a base
attack bonus of +4, and base
saving throw bonuses of Fort +1, Ref
+4 and Will +4.
-
Racial Skills: A blackscale lizardfolk's monstrous
humanoid levels give it skill
points equal to 7 × (2 + Int modifier, minimum 1). Its class skills
are Balance, Jump, Spot, and Swim. Because of their tails, blackscale lizardfolk have a
+4 racial bonus on Balance, Jump, and Swim checks.
-
Racial Feats: A blackscale lizardfolk's monstrous humanoid levels
give it two feats.
-
Weapon Proficiency: A blackscale lizardfolk is proficient with
greatclub, javelin, and all simple weapons.
-
+7 natural armor bonus.
-
Natural Weapons: 2 claws (1d6), bite (1d6).
-
Hold Breath (Ex): A blackscale lizardfolk can hold its
breath for a number of rounds equal to 4 × its Constitution
score before it risks drowning.
-
Resistance to acid 5.
-
Automatic Languages: Draconic. Bonus
Languages: Aquan, Common, Goblin, Gnoll, Orc.
-
Favored Class: Barbarian.
-
Level adjustment +3.
POISON DUSK LIZARDFOLK
While smaller than their lizardfolk cousins, the poison dusk
lizardfolk are just as dangerous when provoked.
A poison dusk lizardfolk is between 3 to 4 feet in
height, weighing 42-52 pounds. Its tail is 2 to 3
feet long, and its scales shift color with
its mood. The eyes of a poison dusk
lizardfolk are larger than those of the
other species, and males have a crest running
down the back of the head that can lie flat or
extend based on mood.
Poison dusks are more intelligent
and dedicated than the other
lizardfolk, and most develop
ranger skills. Poison dusk sorcerers
and adepts are called
by their dragon overlords to
serve as dragon priests and are
not found among the tribes.
Poison dusks are far more cunning
than the other species of lizardfolk.
They prefer to avoid physical
combat altogether if possible;
when striking against a human
village, they will often
try to poison the water or
food supply instead of launching
a direct assault. When they
do fight, they favor ambushes
and clever traps. Bolas and
nets are considered to be martial
weapons for poison dusks, and they
often use these tools to handicap larger foes while
archers strike with poisoned arrows.
POISON DUSK LIZARDFOLK RACIAL TRAITS
-
+2 Dexterity, +2 Constitution,
-2 Charisma.
-
Small size. +1 bonus to
Armor Class, +1 bonus on attack
rolls, +4 bonus on Hide
checks, -4 penalty on grapple
checks, lifting and carrying limits 3/4
those of Medium characters.
-
A poison dusk lizardfolk's base speed is 30 feet.
-
Low-light vision.
-
Poison Use: Due to their long tradition of working with
venoms, poison dusks are never at risk when applying poisons
to weapons. Common poisons include black adder venom
and blue whinnis.
-
Chameleon Skin (Ex): Poison dusks can adjust the
colors of their scales to blend in with their surroundings.
When it is not wearing armor, robes or other covering
clothing, a poison dusk lizardfolk gains a +5 racial bonus
on Hide checks.
-
Hold Breath (Ex): A poison dusk lizardfolk can hold its
breath for a number of rounds equal to 4 × its Constitution
score before it risks drowning.
-
Racial Skills: A poison dusk lizardfolk has a +4 racial
bonus on Balance, Jump, and Swim checks.
-
+3 natural armor bonus.
-
Natural Weapons: 2 claws (1d3) and bite (1d3).
-
Weapon Familiarity: Poison dusk lizardfolk treat bolas
and nets as martial weapons rather than exotic weapons.
-
Automatic Languages: Draconic, Common. Bonus
Languages: Halfling, Sylvan.
-
Favored Class: Ranger. A multiclassed poison dusk's
ranger class does not count when determining whether it
takes an XP penalty.
-
Level adjustment +1.
LUMI
The lumi are a race of warriors and healers who live on the
Positive Energy Plane. There they build towering cities of
glass and light that are protected from intruders simply by
virtue of the plane's dangers to nonnative life. The power of
unchecked positive energy keeps all but the most curious
from even reaching their doorstep.
The lumi worship Light as a concept rather than owing
allegiance to any deity. They praise its ability to uncover
that which is hidden and see it as a symbol of purity and
truth. The lumi themselves are honest to a fault and are
known for their inability to hold back from telling others
blunt and unflattering truths. They despise deception
above all other offenses, and lies (or even simple illusion
spells) are capital crimes within their settlements. Lumi
often travel to the Material Plane to battle wielders of negative
energy or known deceivers. This can make them allies
of good-aligned adventurers for a time, but they put their
own code of honesty and truth ahead of the well-being of
others. They think nothing of slaying those who offend
their morality.
The lumi have a highly ordered society with a strict hierarchy
based on their theology. Each settlement is more or less independent,
though periodically the High Ecclesiastics of many
cities will gather in a hidden cathedral that floats alone in
the Positive Energy Plane.
The lumi are dedicated to wiping out liars and other deceivers;
they would like nothing more than to invade the Material
Plane and execute every dishonest creature. Fortunately,
their numbers are far too few for such a scourge - so far. The
lumi's numbers are growing quickly. Some worry that within
less than twenty years, the lumi may have enough soldiers to
enact their envisioned cleansing. Such an invasion is likely to
have grave consequences.
A lumi wields a golden morningstar
with trained ease as it wades into
melee. It prefers open combat on
a clear field of battle, eschewing
ambush tactics entirely. Lumi
clerics favor spells that enhance
their warriors over those that directly
affect the enemy.
An average lumi stands between 5 and 7 feet in height and
weighs 100 to 300 pounds. A lumi cleric worships
Light and can choose from the Law, Sun, and War domains.
LUMI RACIAL TRAITS
-
+2 Strength, +4 Constitution, +4 Wisdom, -2 Dexterity.
-
Medium size.
-
A lumi's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A lumi begins with two levels of outsider,
which provide 2d8 Hit Dice, a base attack bonus of +2, and base
saving throw bonuses of Fort +3, Ref +3, and Will +3.
-
Racial Skills: A lumi's outsider levels give it skill points
equal to 5 × (8 + Int modifier). Its class skills are Concentration,
Diplomacy, Heal, Knowledge (the planes), Listen,
Search, Sense Motive, and Spot. Lumi have a +2 racial bonus
on Search, Sense Motive, and Spot checks.
-
Racial Feats: A lumi's outsider levels give it one feat. It
gains Improved Initiative as a bonus feat.
-
Spell-Like Abilities: At will - disrupt undead,
light; 3/day - cure light wounds, glitterdust. Caster
level 3rd.
-
Body of Light (Su): A lumi's
body is infused with a softly
glowing positive energy. It is
immune to all death spells, magical
death effects, energy drain,
and any negative energy effects
(such as from inflict spells or
chill touch).
Lumi are adapted to live on the
Positive Energy Plane. They never
gain additional temporary hit
points as a result of being on a plane
with the major positive-dominant energy
trait, and thus are never in danger
of exploding when on the Positive Energy
Plane. They still gain full benefit from the fast healing
ability of planes with any positive-energy trait.
A lumi sheds white light in a 5-foot radius at all times.
It cannot voluntarily suppress this ability, though the light
can be concealed by spells that create darkness.
-
Clear Vision (Ex): A lumi cannot be blinded or dazzled
by any effect. It can still be effectively blind due to concealment,
such as by darkness or fog. It is specifically immune
to color spray, rainbow pattern, searing light, sunbeam, sunburst,
or other effects that use direct light as an attack form (such
as a ghaele's light ray attack). Sun blades deal only nonlethal
damage to a lumi.
-
Floating Head (Ex): A lumi's head naturally floats a few
inches above its shoulders. The creature can rotate its head
in any direction but cannot raise, lower, or otherwise move
its head away from where it floats; an unseen force prevents
others from moving its head as well. Opponents who flank a
lumi do not gain the normal +2 bonus on attack rolls. Lumi
are immune to the decapitation power of a vorpal weapon.
They may not be strangled and are immune to suffocation.
-
Automatic Languages: Common, Lumi. Bonus Languages:
Abyssal, Celestial, Dwarven, Infernal.
-
Favored Class: Cleric. All lumi clerics channel positive
energy regardless of their alignment.
-
Level adjustment +2.
NYCTERS
Nycters are cave-dwelling batfolk that strive to live peaceably
and well. Distantly related to the desmodus, they view their larger cousins as
barbaric savages, akin to the way many humans view ogres.
Likewise, desmodus view nycters as lesser beings, simple
folk not as brainy or ambitious as their own race.
Nycter culture and society revolve around the cave and
the community. Nycters have a keen sense of duty to their
group and do their utmost to contribute to it.
Nycters prefer peace
over war. If they encounter
other creatures without being
noticed in turn, they often
choose to avoid them altogether.
If confronted,
they parlay and seek
harmonious solutions.
However, they fight fiercely
to defend themselves or
their territory.
A nycter stands 2 to 2-1/2 feet tall and weighs
20 to 25 pounds. The creatures' wing
colors range from pale tan to dark
gray, and the fur tones are tan,
brown, or gray.
NYCTER RACIAL TRAITS
-
+4 Dexterity, -2 Strength, +2 Wisdom, -2 Charisma.
-
Small size. +1 bonus to Armor Class, +1 bonus on attack
rolls, +4 bonus on Hide checks, -4 penalty on grapple checks,
lifting and carrying limits 3/4 those of Medium characters.
-
A nycter's base land speed is 20 feet. It has a fly speed of
40 feet with good maneuverability.
-
Blindsense: A nycter uses echolocation to pinpoint
creatures within 60 feet. Opponents still have total concealment
against the nycter unless it can actually see them.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A nycter begins with three levels of
monstrous humanoid, which provide 3d8 Hit Dice, a base
attack bonus of +3, and base saving throw bonuses of Fort
+1, Ref +3, and Will +3.
-
Racial Skills: A nycter's monstrous humanoid levels
give it skill points equal to 6 × (2 + Int modifier, minimum
1). Its class skills are Craft, Listen, Spot, and Survival.
Nycters have a +4 racial bonus on Spot and
Listen checks. These bonuses are lost if their blindsense
is negated.
-
Racial Feats: A nycter's monstrous humanoid levels
give it two feats.
-
+3 natural armor bonus.
-
Hunting Cry (Su): A nycter can emit a high, piercing
shriek that damages and paralyzes its prey (30-foot cone,
once every 2d4 rounds, damage 2d4 sonic plus paralysis
for 1d4+1 rounds, a Fortitude save halves damage and
negates paralysis). This is a sonic mind-affecting ability. A
creature that successfully saves cannot be affected again by
the same nycter's hunting cry for 24 hours. The save DC is
Constitution-based.
-
Vulnerability to sonic.
-
Automatic Languages: Nycter. Bonus Languages:
Common, Draconic, Dwarven, Giant, Goblin, Orc.
-
Favored Class: Druid.
-
Level adjustment +2.
SKULLCRUSHER OGRES
Skullcrusher ogres are an offshoot of the ogre
stock bred for war. Shorter and less brutish
than typical ogres, skullcrusher ogres are
nevertheless stronger and more dangerous.
Thuggish and sadistic, bellicose and
rowdy, skullcrusher ogres enjoy bullying
weaker creatures. Tribes often
keep slaves, which in many cases
are normal ogres.
Created long ago to serve as soldiers,
skullcrusher ogres have
naturally centered their culture
on warfare, and their villages are
arrayed like military encampments.
Skullcrusher ogres build
siege walls and other structures
to defend their homes, and they
train elephants for mounted
combat.
Skullcrusher ogres are born fighters. They love the clangor
and calamity of battle.
A skullcrusher ogre gleefully charges into combat and
strikes at foes with both its morningstar and spiked shield.
A skullcrusher ogre especially enjoys grappling foes and
crushing them on his spiked armor.
Although they are as ill-tempered as
their ogre brethren, skullcrusher ogres
understand the importance of discipline
within their fighting squads.
The warband becomes their family,
of sorts. Their swords and shields become
their trusted companions. While
lesser ogres allow fatigue, hunger, and
petty greed to get the better of them,
skullcrushers tirelessly rehearse battle
tactics, sharpen their blades, and survey
the terrain of the lands they intend to
conquer, looking for tactically advantageous
ground on which to fight.
A strict hierarchy governs each
skullcrusher warband. The smartest
and mightiest skullcrusher
leads the warband until the day
he falls in battle, at which point his
chosen successor takes command,
often claiming the weapons and trophies of her fallen
predecessor. A skullcrusher must fight for her place
in the chain of command, and all challenges among members
of the warband are resolved through nonlethal combat.
Although incapable of feeling deep love for a comrade-in-arms,
a skullcrusher knows better than to take the life of an
ally and wouldn't think to deprive another skullcrusher of
the chance to die a glorious death on the battlefield.
An adult skullcrusher ogre
stands 8 to 9 feet tall and weighs
550 to 600 pounds. The creatures'
skin color ranges from
pale yellow to pale brown, and
their hair tends to be black. Skullcrusher ogres
wear armor during their waking hours and little
clothing when sleeping.
SKULLCRUSHER OGRE RACIAL TRAITS
-
+14 Strength, +6 Constitution, -2 Charisma.
-
Large size. -1 penalty to Armor Class, -1 penalty
on attack rolls, -4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those
of Medium characters.
-
Space/Reach: 10 ft./10 ft.
-
A skullcrusher ogre's base land speed is 40 feet.
-
Darkvision out to 60 feet and low-light vision.
-
Racial Hit Dice: A skullcrusher ogre begins with eight
levels of giant, which provide 8d8 Hit Dice, a base attack
bonus of +6, and base saving throw bonuses of Fort +6, Ref
+2, and Will +2.
-
Racial Skills: A skullcrusher ogre's giant levels give
it skill points equal to 11 × (2 + Int modifier, minimum 1).
Its class skills are Craft, Handle Animal, Intimidate, Knowledge
(architecture), and Ride.
-
Racial Feats: A skullcrusher ogre's giant levels give it
three feats. A skullcrusher ogre has Improved
Grapple and Two-Weapon Fighting as bonus feats.
-
Weapon and Armor Proficiency: A skullcrusher ogre
is automatically proficient with simple weapons, martial
weapons, all armor, and shields.
-
+2 natural armor bonus.
-
Rock Throwing (Ex): Like giants, skullcrusher ogres
are accomplished rock throwers and gain a +1 racial bonus
on attack rolls when throwing rocks. A skullcrusher ogre
can hurl rocks of 40 to 50 pounds (Small objects) up to five
range increments. The range increment is 100 feet for a
skullcrusher ogre's rocks.
-
Automatic Languages: Common, Giant. Bonus
Languages: Dwarven, Orc, Goblin, Terran.
-
Favored Class: Fighter.
-
Level Adjustment +3.
QUARAPHONS
Quaraphons are belligerent, swaggering creatures that
wander the open plains looking to hone their fighting prowess
on anything that seems to be a challenge. Quaraphons
spend most of their time wandering in nomadic groups,
hunting herds of large, dangerous animals such as bison and
elephants. Because the creatures require a huge amount of
food, the range of a quaraphon herd can be enormous and
often infringes on the territory of other plains-dwelling
races. Most times, these territorial intrusions turn violent,
although occasionally the members of a herd will temper
their brawling nature to trade with others.
While rather dim, quaraphons love weapons and armor of
all kinds and will attack anyone that enters their territory
bearing such items. A quaraphon is an unsubtle combatant that relies on its
brute strength to discourage any serious
resistance. It first lets loose a deafening
bellow before charging in on
its victim.
Quaraphons live in nomadic herds that roam the open plains
and hilly expanses. Most herds have between 30 and 100 individuals,
with at least half being females and children. Although
omnivorous, quaraphons prefer meat, and the males spend
most of their time tracking large game, while females graze for
nuts, berries, and tubers to supplement their diet. Constantly
on the move, quaraphons travel light and prefer not to burden
themselves with large amounts of material goods.
The leader of a quaraphon herd is known as the bullmaster
and is always the largest and strongest member.
The bullmaster spends most of his time
watching out for younger quaraphons that
vie for his lofty position. The bellows of
dueling quaraphons can be heard for
miles around, lending a chilling quality
to the desolate plains. However,
while males are definitely in charge
of the tribes, elder females also have
a serious say in matters - a bullmaster
would be foolhardy to
make decisions without first
consulting the eldest female of
the tribe. Females are also the
most likely to become spellcasters,
particularly druids
and clerics. Quaraphons have
a deep distrust of arcane magic,
and ascribe all manner of superstitious
belief to its practice.
For this reason, no "sane"
quaraphon willingly associates with
sorcerers or wizards, and one is cast out from the tribe if he
or she befriends any such characters.
Once every ten years, all the quaraphon herds converge at a
prescribed location, following an ancient migratory path. This
gathering, called a herdmeet, is an enormous, raucous affair
where trade is conducted, hotheaded males compete in boisterous
games, and young females are traded between herds to build
alliances and reaffirm friendships. Other creatures are strictly
forbidden from attending herdmeets, and any that are caught
will be used as "live game" in the next round of hunting.
A quaraphon stands 9 to 10 feet tall and weighs 650 to
750 pounds. Its skin is deep azure blue and is covered with
warty knots. The head of a quaraphon is unusually large, and
includes two mouths, one on top of the other, and four eyes.
The placement of the eyes varies with each quaraphon - some
arrangements are uniformly even and horizontal, while
other quaraphons look as though their eyes were randomly
placed on their faces. Despite this strange physiological
feature, quaraphons are alert and do not seem hindered by
the odd placement of their eyes.
QUARAPHON RACIAL TRAITS
-
+10 Strength, +12 Constitution, -4 Intelligence, +4
Wisdom.
-
Large size. -1 penalty to Armor Class, -1 penalty on attack
rolls, -4 penalty on Hide checks, +4 bonus on grapple checks,
lifting and carrying limits double those of Medium creatures
-
Space/Reach: 10 ft./5 ft.
-
A quaraphon's base land speed is 40 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A quaraphon beings with nine levels
of aberration, which provide 9d8 Hit Dice, a base attack
bonus of +6, and base saving throw bonuses of Fort +3,
Ref +3, and Will +6.
-
Racial Skills: A quaraphon's aberration levels give it
skill points equal to 12 × (2 + Int modifier, minimum 1).
Its class skills are Intimidate, Listen, Spot, and Survival.
-
Racial Feats: A quaraphon's aberration levels give it
four feats.
-
+7 natural armor bonus.
-
Natural Weapons: Bite (1d6) and 2 hooves (1d6).
-
Deafening Bellow (Su): Once
per day, a quaraphon can let loose
a cacophony of noise from its two
mouths. Any creature within 60
feet of the quaraphon takes 2d6
points of sonic damage and
must make a Fortitude
save or be deafened for
1d6 rounds. The save DC is
Constitution-based.
-
Automatic Languages: Giant.
-
Favored Class: Barbarian.
-
Level adjustment +5.
NAZTHARUNE RAKSHASAS
While some theorize
that rakshasas are the
very embodiment of
evil, those rare few who
have survived an encounter
with the deadly
naztharune know it as
fact. Like other rakshasas,
the palms of a naztharune
rakshasa's hands are where
the backs of the hands would be
on a human. While this physical feature
doesn't detract from the creature's manual dexterity, it
makes a rakshasa look very disturbing to those unfamiliar
with the creature.
Naztharune rakshasas, like most rakshasas, tend to be
solitary creatures but will work with other rakshasas when
necessary and even team up with other naztharunes on
a continuing basis. They sometimes work as infiltrators
and spies for ak'chazar rakshasas, and they sometimes hire
themselves out to other creatures as mercenaries or assassins.
Naztharune rakshasas have a hearty contempt for all
creatures except other rakshasas, but they can suppress this
feeling when it profits them to do so. Unlike most of their
rakshasa brethren, naztharune rakshasas feel less of a need
to be "the boss" in every operation. They are much more
mercenary in their desires and needs.
Unlike their spellcasting cousins, a naztharune rakshasa
enjoys sneaking up on a target and killing it in close combat.
Whenever possible, it uses allies to distract opponents and
maneuver into flanking situations.
A naztharune rakshasa is about the same height and
weight as an elf (5 feet tall, 100 pounds). Its body is
mostly human except for a
luxurious coat of black fur
and its black, tigerlike head.
NAZTHARUNE RAKSHASA RACIAL TRAITS
-
+4 Strength, +10 Dexterity, +8 Constitution, +4 Intelligence,
+4 Charisma.
-
Medium size.
-
A naztharune rakshasa's base land speed is 40 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A naztharune rakshasa begins with
eleven levels of outsider, which provide 11d8 Hit Dice, a
base attack bonus of +11, and base saving throw bonuses of
Fort +7, Ref +7, and Will +7.
-
Racial Skills: A naztharune rakshasa's outsider levels
give it skill points equal to 14 × (8 + Int modifier). Its class
skills are Balance, Bluff, Disguise, Escape Artist, Hide,
Listen, Move Silently, Search, Spot, and Tumble. A naztharune
has a +4 racial bonus on Bluff checks and Disguise
checks, and it can gain further bonuses by using change
shape (+10 on Disguise checks) and detect thoughts (+4 on
Bluff and Disguise checks).
-
Racial Feats: A naztharune rakshasa's outsider levels
give it four feats.
-
+5 natural armor bonus.
-
Natural Weapons: 2 claws (1d4).
-
Detect Thoughts (Su): A naztharune rakshasa can continuously
use detect thoughts as the spell (caster level 18th;
Will save negates, DC is 15 + the character's
Cha modifier.). It can suppress or resume this ability
as a free action. The save DC is Charisma-based.
-
Sneak Attack (Ex): If a naztharune rakshasa can catch
an opponent when he is unable to defend himself effectively
from its attack, it can strike a vital spot for extra damage. Basically,
the naztharune rakshasa's attack deals extra damage
any time its target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or
when the naztharune rakshasa flanks its target. The naztharune rakshasa's sneak attack
ability is equivalent to that of a rogue of a level equal to
the creature's Hit Dice. Should the naztharune rakshasa
score a critical hit with a sneak attack, this extra damage is
not multiplied.
-
Change Shape (Su): A naztharune rakshasa can assume
any humanoid form, or revert to its own form, as a standard
action. In humanoid form, a naztharune loses its
claw attacks (although it usually uses weapons
and armor). A naztharune rakshasa typically
remains in one form until it chooses to
assume a new one. A change
in form cannot be dispelled,
but a naztharune reverts to
its natural form when killed.
A true seeing spell reveals its
natural form.
-
Improved Evasion (Ex): This ability works like evasion,
except that while a naztharune rakshasa still takes no
damage on a successful Reflex save against spells such as a
fireball or a breath weapon, it now takes only half damage on
a failed save.
-
Hide in Plain Sight (Su): A naztharune
rakshasa can use the Hide skill
even while being observed. As long as it is
within 10 feet of some sort of shadow, a
naztharune rakshasa can hide itself from
view in the open without anything to actually
hide behind. It cannot, however, hide in its
own shadow.
-
Uncanny Dodge (Ex): A naztharune rakshasa can react
to danger before its senses would normally allow it to do
so. It retains its Dexterity bonus to AC even when caught
flat-footed.
-
Improved Uncanny Dodge (Ex): A naztharune rakshasa
cannot be flanked except by a rogue of at least 15th level.
-
Shadow Jump (Su): A naztharune rakshasa has the
ability to travel between shadows as if by means of a
dimension door spell. The limitation is that the magical
transport must begin and end in an area with at least some
shadow. A naztharune can jump up to 20 feet each day in
this way; this can be a single jump of 20 feet or two jumps
of 10 feet each.
-
Damage reduction 15/good and piercing.
-
Spell resistance equal to 21 + class levels.
-
Automatic Languages: Com mon, Infernal. Bonus Languages:
Sylvan, Undercommon.
-
Favored Class: Rogue. Naztharune rakshasas also automatically
qualify for the assassin prestige class.
-
Level adjustment +5.
SHIFTERS
Shifters, sometimes called "the weretouched," are descended
from humanoids and natural lycanthropes. Shifters cannot
fully change shape but can take on animalistic features - a
state they call shifting. Shifters have evolved into a unique
race that breeds true. They have a distinct culture with its
own traditions and identity.
Shifters' personalities are influenced by their animal
natures. Many are boorish and crude, while others are quiet,
shifty, and solitary. Just as most lycanthropes are carnivores,
shifters have a predatory personality and think of most activities
in terms of hunting and prey. They view life as a challenge,
striving to be self-reliant, adaptable, and resourceful.
Shifters are aggressive and feral in their approach to combat.
When they feel superior to their opponents, they often stalk
them like prey, remaining concealed until they can strike
with surprise. They avoid stronger opponents but fight
wildly if they are forced to.
Shifters generally live among humans,
elves, or sylvan creatures, not in settlements
of their own. They prefer rural or wilderness
regions, though significant numbers of them
live in the slums of human cities, often grouping together
into criminal gangs. Many shifters earn their way as trappers,
hunters, fishers, trackers, guides, and military scouts.
Shifters usually congregate into family groups. These
groups include about 30% noncombatants, primarily children.
A few elders govern the pack, under the leadership
of a chief who is usually the pack's oldest member. Some
shifters are loners, preferring the solitude of the wilderness
to human society or even the company of their own kind.
Most shifters are inclined toward druidic religion rather
than the worship of a specific deity. They believe in the
divine power of the earth itself, the elements, and the
creatures of the earth.
SHIFTER RACIAL TRAITS
-
+2 Dexterity, -2 Intelligence, -2 Charisma.
-
Humanoid (Shapechanger).
-
Medium size.
-
Shifter base land speed is 30 feet.
-
Low-light vision.
-
Shifting (Su): A shifter can tap into his lycanthropic
heritage to gain short bursts of physical power. Once per
day, a shifter can enter a state that is superficially similar to a
barbarian's rage. Each shifter has one shifter trait - a
characteristic that manifests when he is shifting. Each
shifter trait provides a +2 bonus to a physical ability score
(Strength, Dexterity, or Constitution) and grants some other
advantage as well.
Shifting is a free action and lasts for a number of rounds
equal to 3 + the shifter's Con modifier. (If a shifter trait
or other effect increases the shifter's Con modifier, use
the newly improved modifier.) A shifter can take feats to
improve this ability. Every shifter
feat a shifter takes increases the duration of shifting by 1
round. For every two shifter feats a shifter takes, the number
of times per day he can tap into the ability increases by one.
So, a shifter with two shifter feats can shift two times per
day (instead of the usual one), and each use of the ability
lasts for a number of rounds equal to 5 (instead of 3) + the
shifter's Con modifier.
Shifting, though related to and developed from lycanthropy,
is neither an affliction nor a curse. It is not passed on
by bite or claw attacks, and a shifter can't be cured - shifting
is a natural ability for the race.
-
+2 racial bonus on Balance, Climb, and Jump checks.
-
Automatic Languages: Common. Bonus Languages:
Elven, Gnome, Halfling and Sylvan.
-
Favored Class: Ranger.
CRYSTALLINE TROLLS
More charismatic than
an ordinary troll, a crystalline
troll is still only
slightly less feral. A crystalline
troll's skin is made of a
glasslike material, making the
creature look like a troll covered
in rock crystal.
Like an ordinary troll, a crystalline
troll has no fear of death and
joins combat with vigor and
pleasure. It attacks the nearest
opponent. Even when being hurt
with sonic attacks, the troll will
continue its assault.
Crystalline trolls stand more upright
than ordinary trolls. An adult is 11 feet
tall and weighs 600 pounds.
CRYSTALLINE TROLL RACIAL TRAITS
-
+12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence
(minimum 3), -2 Wisdom, -2 Charisma.
-
Large size. -1 penalty to Armor Class, -1 penalty
on attack rolls, -4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those of
Medium characters.
-
Space/Reach: 10 ft./10 ft.
-
A crystalline troll's base land speed is 30 feet.
-
Darkvision out to 60 feet and low-light vision.
-
Racial Hit Dice: A crystalline troll begins with ten
levels of giant, which provide 10d8 Hit Dice, a base attack
bonus of +7, and base saving throw bonuses of Fort +7, Ref
+3, and Will +3.
-
Racial Skills: A crystalline troll's giant levels give it
skill points equal to 13 × (2 + Int modifier, minimum 1). Its
class skills are Listen and Spot.
-
Racial Feats: A crystalline troll's giant levels give it
four feats.
-
+7 natural armor bonus.
-
Natural Weapons: 2 claws (1d6) and bite (1d6).
-
Rend (Ex): If a crystalline troll hits
with both claw attacks, it latches onto the
opponent's body and tears the flesh. This
attack automatically deals an additional 2d6 + Str
modifier × 1-1/2
points of damage.
-
Scent.
-
Regeneration 5 (Ex): Sonic attacks deal normal damage to
a crystalline troll. If a crystalline troll loses a limb or body
part, the lost portion regrows in 3d6 minutes. The creature
can reattach the severed member instantly by holding it to
the stump.
-
Immunity to acid.
-
Vulnerability to sonic.
-
Automatic Languages: Giant. Bonus
Languages: Common, Orc.
-
Favored Class: Fighter.
-
Level adjustment +5.
WARFORGED
Warforged appear as massive humanoids
molded from a composite of materials -
obsidian, iron, stone, darkwood, and
silver - though they move with surprising
grace and flexibility. Flexible
plates connected with fibrous
bundles make up the body of a
warforged, topped by a mostly
featureless head.
Warforged have no physical
distinction of gender,
and all warforged have a
body shape that is basically
male. In personality,
some warforged
seem more masculine
or feminine, but different people might
judge the same warforged in different
ways. The warforged themselves seem wholly unconcerned
with matters of gender. The warforged do not age naturally,
though their bodies do decay slowly even as their minds
improve through learning and experience.
Warforged are able to modify their bodies through
magic. Many warforged are adorned with heavier metal
plates than those their creator originally provided, builtin
weaponry, and other enhancements to their physical
form, which helps to differentiate one warforged from
another.
Warforged are built for combat, and they carry out that
task admirably. Though they are capable of emotion, few
warforged allow it to cloud the business of war. They fight
efficiently and brutally, while remaining remarkably calm
in the heat of battle.
A warforged stands between 6 and 6-1/2 feet tall
and weighs about 300 pounds.
WARFORGED RACIAL TRAITS
-
+2 Constitution, -2 Wisdom,
-2 Charisma.
-
Living Construct Traits (Ex): As living constructs,
warforged possess a number of racial traits.
-
Medium size.
-
Warforged base land speed is
30 feet.
-
Composite Plating (Ex): The plating used to build a
warforged provides a +2 armor bonus. This plating is not
natural armor and does not stack with other effects that give
an armor bonus (other than natural armor). This composite
plating occupies the same space on the body as a suit of
armor or a robe, and thus a warforged cannot wear armor
or magic robes. A warforged can be enchanted just as armor
can be. The creature must be present for the entire time it
takes to enchant him.
Composite plating also provides a warforged with a 5%
arcane spell failure chance, similar to the penalty for wearing
light armor. Any class ability that allows a warforged
to ignore the arcane spell failure chance for light armor lets
him ignore this penalty as well.
-
Light Fortification (Ex): When a critical
hit or sneak attack is scored
on a warforged, there is a
25% chance that the critical
hit or sneak attack is
negated and damage is
instead rolled normally.
-
Automatic Language: Common. Bonus Languages:
None.
-
Favored Class: Fighter.
WARFORGED CHARGERS
An earlier model of warforged
than the scouts and soldiers,
chargers are larger, less intelligent,
and generally less adaptable
than their successors. They
are designed for a single task:
charging enemy defenses and
pounding them to rubble.
Warforged chargers demonstrate less strategy and initiative
than smaller warforged, clinging to their simple orders or,
barring that, smashing anything that gets in their way.
A warforged charger stands
10 to 11 feet tall and weighs up to
2,400 pounds.
WARFORGED CHARGER RACIAL TRAITS
-
+10 Strength, +10 Constitution, -6 Intelligence, -4
Wisdom, -8 Charisma.
-
Living Construct Traits (Ex): As living constructs,
warforged possess a number of racial traits.
-
Large size. -1 penalty to Armor Class, -1 penalty
on attack rolls, -4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those
of Medium characters.
-
Space/Reach: 10 ft./10 ft.
-
A warforged charger's base land speed is 30 feet, but
this is reduced to 20 feet by its Adamantine Body
bonus feat.
-
Racial Hit Dice: A warforged charger begins with four
levels of construct, which provide 4d10 Hit Dice, a base
attack bonus of +3, and base saving throw bonuses of Fort
+1, Ref +1, and Will +1.
-
Racial Skills: A warforged charger's construct levels
give it skill points equal to 7 × (2 + Int modifier, minimum
1). Its class skill is Jump.
-
Racial Feats: A warforged charger's construct levels
give it two feats. It also receives Adamantine Body and
Powerful Charge as bonus feats.
-
Natural Weapons: 2 slams (1d8).
-
Adamantine Fists (Ex): A warforged charger's hammerlike
fists are forged of adamantine, allowing it to overcome
the damage reduction of other constructs and to ignore the
hardness of objects.
-
Adamantine Plating (Ex): The composite plating used
to build most warforged is enhanced to adamantine in the
warforged charger (reflected in the Adamantine Body feat),
providing a +8 armor bonus and granting damage reduction
2/adamantine. This plating is not natural armor and does
not stack with other effects that give an armor bonus (other
than natural armor). This plating occupies the same space
on the body as a suit of armor or a robe, and thus a warforged
charger cannot wear armor or magic robes. A warforged
charger can be enchanted just as armor can be. The creature
must be present for the entire time it takes to enchant it.
Adamantine plating also provides a warforged charger
with a 35% arcane spell failure chance. A charger is considered
to be wearing heavy armor that allows a maximum Dexterity
bonus of +1 and provides a -5 armor check penalty.
-
Moderate Fortification (Ex): When a critical hit or
sneak attack is scored on a warforged charger, there is a 75%
chance that the critical hit or sneak attack is negated and
damage is instead rolled normally.
-
Automatic Language: Common. Bonus Languages:
None.
-
Favored Class: Fighter.
-
Level adjustment +4.
WARFORGED SCOUTS
The smallest of the warforged,
the halfling-sized
scouts were built to serve as
spies, light infantry, and reconnaissance
troops. They
are far less common than
the larger varieties, since
they offer little advantage
over humanoid scouts
in warfare.
Warforged scouts avoid face-to-face melee, preferring to
pepper opponents with arrows from cover and then disappear
before striking again.
A warforged scout stands
about 3 feet tall and weighs
60 pounds
WARFORGED SCOUT RACIAL TRAITS
-
+2 Dexterity, -2 Strength, -2
Wisdom, -2 Charisma.
-
Living Construct Traits (Ex): As living constructs,
warforged possess a number of racial traits.
-
Small size. +1 bonus to Armor
Class, +1 bonus on attack rolls, +4 bonus
on Hide checks, -4 penalty on grapple
checks, lifting and carrying limits 3/4
those of Medium characters.
-
A warforged scout's base land
speed is 20 feet.
-
Composite Plating (Ex): The composite plating used
to build warforged scouts provides a +2 armor bonus.
This plating is not natural armor and does not stack
with other effects that give an armor bonus (other than
natural armor). This composite plating occupies the same
space on the body as a suit of armor or a robe, and thus
a warforged scout cannot wear armor or magic robes. A
warforged scout can be enchanted just as armor can be.
The creature must be present for the entire time it takes
to enchant him.
Composite plating also provides a warforged scout with
a 5% arcane spell failure chance, similar to the penalty for
wearing light armor. Any class ability that allows a warforged
scout to ignore the arcane spell failure chance for
light armor lets him ignore this penalty as well.
-
Light Fortification (Ex): When a critical hit or sneak
attack is scored on a warforged scout, there is a 25% chance
that the critical hit or sneak attack is negated and damage is
instead rolled normally.
-
Automatic Languages:
Common. Bonus Languages:
None.
-
Favored Class: Rogue.
WITCHKNIVES
"Witchknife" is the name other creatures
use to refer to a race of humanoids that
have the power to compel victims to do
their bidding with but a single utterance.
This power, and their tendency to stab foes
in the back, are the reasons behind the name.
These creatures call themselves athames.
Witchknives live in small settlements,
hiding in deserts and other forbidding
locations, while they plot to regain
from the world what they believe
they once had.
One athame legend tells of a time
when all creatures spoke one language
and athames ruled the
world. Their word was law, and
other creatures obeyed any
command the athames gave.
Then a deity interfered and
taught the athames' subjects
to speak new languages.
This broke the athames'
power over them, and the subjects, who
feared and hated the athames despite their
magnanimous rule, rebelled and tore the athame empire
to pieces. This legend can be refuted in many ways, one of
which is that different athame settlements blame different
deities for their downfall, but nonetheless all athames
believe the legend with a religious fervor.
This much of the athames' legend is true: Other races do
fear and hate the witchknives. The power of the witchknives
to control creatures with a word drives other races to desperate
actions in order to oppose them. Elves have allied with
orcs, and giants with dwarves, in efforts to root out and
destroy witchknife settlements.
Witchknives live in small enclaves that rarely have more
than two hundred adults, hidden from the civilizations of
other races. These enclaves have a hierarchy of rank determined
by birth, but most witchknives are of equal rank and
have many rights and privileges. Witchknives do not use
their psionic abilities on witchknives of equal or higher
rank except in training exercises.
Witchknives live in an austere and monastic manner
inside their fortresslike homes. Those not involved in the
tasks of day-to-day survival and subsistence spend most of
their time meditating, training for combat, or learning at
the library.
Witchknives use their silence psionic ability to protect
themselves from sonic attacks and aid their attempts to stalk
enemies. When within striking distance of a foe unaware
of its presence, a witchknife attacks from hiding. Multiple
witchknives attempt to flank foes.
If confronting many foes, a witchknife uses its greater command
ability to have them fall prone. It then attempts to kill
each foe in turn, using its command ability to delay any foe
that succeeds in withstanding its greater command.
If facing a spellcaster, a witchknife often
dismisses its silence ability long enough to utter
a greater command and then renews it to
engage the spellcaster in melee.
Witchknives have tough skin that ranges in color from
dark brown to ruddy orange. They have short red horns
in the places where other creatures have hair. Their eyes
are orange or yellow with red pupils. A typical witchknife
stands 5 feet tall and weighs 120 pounds.
A witchknife's psionic ability to command others relies
on the target creatures being able to understand the witchknife.
Thus, witchknives learn to speak many languages.
All of them speak Common and Undercommon, and
most know four other languages. Typical choices include
Dwarven, Elven, Giant, and Goblin.
Most witchknife clerics worship Mnemeer, the Great Mediator,
as the source of their psionics. They can choose from the
Knowledge, Magic, and Trickery domains.
WITCHKNIFE RACIAL TRAITS
-
+6 Dexterity, -2 Constitution, +2 Intelligence, +4
Wisdom, +6 Charisma.
-
Medium size.
-
A witchknife's base land speed is 30 feet.
-
Low-light vision.
-
Racial Hit Dice: A witchknife begins with nine levels
of monstrous humanoid, which provide 9d8 Hit Dice, a base
attack bonus of +9, and base saving throw bonuses of Fort +3,
Ref +6, and Will +6.
-
Racial Skills: A witchknife's monstrous humanoid
levels give it skill points equal to 12 × (2 + Int modifier,
minimum 1). Its class skills are Concentration, Hide, Sense
Motive, Speak Language, and Spot.
-
Racial Feats: A witchknife's monstrous humanoid
levels give it four feats.
-
Weapon and Armor Proficiency: A witchknife is automatically
proficient with all simple weapons, light
armor, and shields
(except tower shields).
-
+1 natural armor bonus.
-
Psionics (Sp): At will - command, message, silence (self
only; dismiss as a free action);
1/day - greater command. Caster level 9th. The save
DCs are Charisma-based.
-
Sneak Attack (Ex): A witchknife
can make a sneak attack like
a rogue, dealing an extra 2d6 points of
damage whenever a foe is denied
its Dexterity bonus or when the
witchknife is flanking.
-
Resistance to fire 5.
-
Vulnerability
to sonic.
-
Automatic Languages: Common, Undercommon. Bonus
Languages: Any except secret languages such as Druidic.
-
Favored Class: Rogue.
-
Level adjustment +3.
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