HENGEYOKAI
Hengeyokai are intelligent, shapechanging animals, able to
shift freely between human and animal forms, as well as a
bipedal, animalistic form. Several subraces exist, defined by the
kind of animal form they can assume. They are typically found
on the fringes of human-settled lands, where they can mingle
in human form but retreat to solitude when they desire.
Personality: Hengeyokai tend to be secretive, reclusive, and
solitary, dwelling alone or in small bands. They often display
personality traits similar to their animal type - so monkey
hengeyokai are curious and inquisitive, hare hengeyokai are
peaceful but easily startled, and so on. Hengeyokai usually do
not try to fit into human society, knowing that they are different
and believing that they are more closely connected to the
spirit world.
Physical Description: In animal form, hengeyokai are
almost indistinguishable from normal animals except through
magic. Naturally, their behavior often provides proof of their
intelligence, so careful observation of a hengeyokai in animal
form can reveal that it is not what it appears to be.
Hengeyokai can also assume a bipedal, animalistic ("hybrid")
form. They stand on their hind legs (or similar appendages)
to the height of their human form. The front paws, wings, or
fins change into hands, capable of gripping and using normal
equipment. The rest of the body retains the general appearance
of the animal, including fur, feathers, wings, tail, and
other characteristic features, but in the overall shape of a
humanoid head and torso.
In human form, hengeyokai look exactly like normal
humans, though (like lycanthropes) they often display some
feature associated with their animal form. For example, a sparrow
hengeyokai might have a sharply pointed nose, while a rat
hengeyokai might have beady eyes and a long mustache.
Relations: Hengeyokai often live near humans, and
good hengeyokai sometimes assume a protective role
over a nearby community. A hengeyokai never feels a part of a
human community, however, even when grateful villagers
offer food or gifts to reward the hengeyokai for the protection
she offers. Evil hengeyokai instead prey on human communities,
and are rewarded with fear and hatred.
Hengeyokai believe themselves to be closer to the spirit
world than humans, and therefore feel a closer affinity for spirit
folk when the two races come into contact.
Alignment: Most hengeyokai are chaotic, with a strong independent
streak. They are wild and value freedom - theirs and
others'. Some types of hengeyokai strongly favor good or evil:
carp, crane, dog, hare, and sparrow hengeyokai are usually good,
while badger, fox, raccoon dog, rat, and weasel hengeyokai are
usually evil.
Hengeyokai Lands: Hengeyokai do not have lands of their
own. They live - alone or in small bands - near human
communities, usually on the edge of civilization, near regions
of unsettled wilderness. Given their strong chaotic streak,
hengeyokai are frequently on the move, particularly when the
advance of civilization turns their wilderness retreats into
bustling metropolitan areas.
Religion: Hengeyokai do not worship the spirits that humans
venerate - they consider themselves the spirits' equals. Hengeyokai
may practice the disciplines of a philosophical school,
sharing a spiritual orientation with certain monks. Hengeyokai
shamans command the power of the spirits not through veneration,
like human shamans, but through partnership.
Language: Hengeyokai speak their own language, which is
common to all hengeyokai regardless of animal type.
Names: Hengeyokai names follow human patterns in whatever
lands they dwell.
Adventurers: Hengeyokai are commonly adventurers, since
the sedentary life of a commoner or expert holds little appeal
for them. They are usually motivated by little more than
wanderlust, or perhaps curiosity about the world.
HENGEYOKAI RACIAL TRAITS
-
-2 Wisdom. Hengeyokai tend to be flighty and weak-willed.
A hengeyokai's physical ability scores vary widely in its
animal and hybrid forms; the character's generated ability
scores apply to its human form. In hybrid form, a hengeyokai
gains a +2 adjustment to one physical ability score, as shown
on Table: Hengeyokai Hybrid Forms. Its physical ability
scores in animal form are average for its animal type, as
shown on Table: Hengeyokai Animal Forms.
-
Humanoid (Shapechanger): Hengeyokai are susceptible to any spells that target shapechangers.
-
In human form, hengeyokai are Medium-size. As Medium-size
creatures, hengeyokai have no special bonuses or penalties
due to size.
-
In human form, hengeyokai base speed is 30 feet.
-
Alternate Form (Su): Hengeyokai can change shape, assuming
one of three possible forms. This supernatural ability functions
like the polymorph spell, but a hengeyokai can
change form a number of times per day equal to 1 plus his
character level. Thus, a 1st-level hengeyokai can switch from
human form to animal form and back again in a single day.
Changing form is a full-round action that does provoke
attacks of opportunity, as with the polymorph spell.
A hengeyokai's animal form is a normal animal of Small or
smaller size. Possible animal forms include badger, carp, cat,
crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow,
and weasel. Equipment the hengeyokai is wearing or carrying
transforms to become part of the animal form (as with
polymorph other), and magic items cease functioning while
the hengeyokai remains in animal form. In animal form, the
hengeyokai has low-light vision and the supernatural ability
to communicate with other animals of its kind. This is the
same as a familiar's ability to speak with animals of its type.
Hengeyokai have the size, speed, AC, damage rating, and
physical ability scores shown on Table: Hengeyokai
Animal Forms. In animal form, a hengeyokai is effectively
disguised as an animal, gaining a +10 bonus on Disguise
checks while in this form.
Hengeyokai in hybrid form retain their low-light vision
and the ability to communicate with animals of their type.
Their physical characteristics are based on their abilities in
human form, modified as shown on Table: Hengeyokai
Hybrid Forms. In this form, a hengeyokai can typically wear
light or medium armor without modification, but wearing
heavy armor is impossible. Equipment worn or carried by a
hengeyokai in human form does not transform when the
hengeyokai assumes hybrid form. When a hengeyokai in
animal form assumes hybrid form, her equipment returns to
its normal form and magic items resume functioning.
-
Automatic Languages: Common, Hengeyokai. Bonus
Languages: Giant, Goblin, Nezumi, Spirit Tongue.
-
Favored Class: Wu jen. A multiclass hengeyokai's wu jen
class does not count when determining whether he suffers
an XP penalty.
Table: Hengeyokai Hybrid Forms
Animal |
Ability Modifier |
Special |
Badger |
+2 Con |
Speed 20 ft., burrow 10 ft. |
Carp |
+2 Dex |
Speed 10 ft., swim 30 ft. |
Cat |
+2 Dex |
+4 racial bonus on Balance checks. |
Crab |
— |
+1 natural armor, +4 racial bonus on Swim checks. |
Crane |
+2 Dex |
Speed 20 ft., fly 20 ft. (average) |
Dog |
+2 Con |
+4 racial bonus on Survival checks when tracking by scent. |
Fox |
+2 Dex |
+4 racial bonus on Escape Artist checks. |
Hare |
+2 Dex |
Speed 40 ft. |
Monkey |
+2 Dex |
+4 racial bonus on Climb checks. |
Raccoon dog |
+2 Str |
+4 racial bonus on Survival checks when tracking by scent. |
Rat |
+2 Dex |
+4 racial bonus on Hide checks. |
Sparrow |
+2 Dex |
Speed 20 ft., fly 20 ft. (average) |
Weasel |
+2 Con |
+4 racial bonus on Move Silently checks. |
Table: Hengeyokai Animal Forms
Animal |
Size |
Speed |
AC |
Damage |
Str |
Dex |
Con |
Badger |
Tiny |
30 ft., burrow 10 ft. |
15 (+2 size, +3 Dex) |
2 claws 1d2-1, bite 1d3-1 |
8 |
17 |
15 |
Carp |
Diminutive |
Swim 10 ft. |
19 (+4 size, +5 Dex) |
— |
1 |
20 |
10 |
Cat |
Tiny |
30 ft. |
14 (+2 size, +2 Dex) |
2 claws 1d2-4, bite 1d3-4 |
3 |
15 |
10 |
Crab |
Diminutive |
15 ft. |
18 (+4 size, +3 Dex, +1 natural) |
2 claws 1d2-5 |
1 |
17 |
10 |
Crane |
Small |
5 ft., fly 60 ft. (average) |
14 (+1 size, +3 Dex) |
Bite 1d4-2 |
6 |
16 |
10 |
Dog |
Small |
40 ft. |
15 (+1 size, +3 Dex, +1 natural) |
Bite 1d4+1 |
13 |
17 |
15 |
Fox |
Small |
40 ft. |
15 (+1 size, +4 Dex) |
Bite 1d4 |
11 |
19 |
11 |
Hare |
Tiny |
40 ft. |
16 (+2 size, +4 Dex) |
Bite 1d3-5 |
1 |
19 |
10 |
Monkey |
Tiny |
30 ft., climb 30 ft. |
14 (+2 size, +2 Dex) |
Bite 1d3-4 |
3 |
15 |
10 |
Raccoon dog |
Small |
30 ft. |
13 (+1 size, +1 Dex, +1 natural) |
Bite 1d4+1 |
12 |
13 |
12 |
Rat |
Tiny |
15 ft., climb 15 ft. |
14 (+2 size, +2 Dex) |
Bite 1d3-4 |
2 |
15 |
10 |
Sparrow |
Fine |
1 ft., fly 50 ft. (average) |
24 (+8 size, +6 Dex) |
— |
1 |
23 |
10 |
Weasel |
Tiny |
20 ft., climb 20 ft. |
14 (+2 size, +2 Dex) |
Bite 1d3-4 |
3 |
15 |
10 |
KOROBOKURUS
Korobokurus are dwarflike humanoids that live in barren
wilderness areas where they seldom come into contact with
humans. They live in simple villages, tending small farms in
secluded areas. They typically avoid any contact or involvement
in the affairs of the world outside their farms, but occasional
individuals, driven by wanderlust or inspired by some contact
with human civilization, find their way into human lands.
Personality: Humans look down on korobokurus in more
ways than one, and stereotype them as being rude, belligerent,
boastful, and somewhat comical. Korobokurus resent this
reputation, but generally do little to disprove it. That aside,
they have simple tastes, enjoying community life in their
small villages, telling wildly fanciful stories around a fire,
simple arts, and collecting treasure. They consider it poor
taste to display their wealth, and usually carry only a few coins
on their person.
Physical Description: Korobokurus stand about 4 feet tall.
Their arms and legs are slightly longer in proportion to their
bodies than those of a human. They are leaner than dwarves,
averaging 120 to 140 pounds. Most are bowlegged. They have
big, bright eyes, usually blue, green, or brown. Their ears are
small and somewhat pointed. Their noses are round with flaring
nostrils, and their lips are wide and full. Thick hair, usually
light brown or blond, covers their arms and legs and grows in
wild tangles from their heads. Most adult males have sparse
beards, and even a few women have short whiskers sprouting
beneath their chins.
Korobokurus look wild and unkempt. They favor simple
clothing, such as cotton shirts and trousers, or a kimono tied at
the waist with a rope sash. Their clothing is often loose or oversized,
wrinkled but clean. They shun bright colors in favor of
earth tones. They avoid gaudy jewelry, but often wear colorful
stones on leather straps around their necks and sometimes
decorate their hair with flowers.
Relations: Most other races find korobokurus primitive and
inferior, and rarely embrace them as equals. In return, they
become insular and don't seek interaction with outsiders. They
particularly despise goblinoid creatures and initially react to
other races with suspicion. Members of other races need to
earn their trust.
Alignment: Korobokurus resist hierarchy and authority,
leaning strongly toward chaotic alignments. Most of them hate
evil creatures and value life and good.
Korobokuru Lands: Korobokurus dwell in remote sites
of great natural beauty, such as lush mountain valleys,
sprawling tropical forests, snowy
wooded mountainsides, and
crater lakes in ancient volcanoes.
They live in simple villages
or camps, erecting crude buildings
with thatched roofs and
walls formed of mud, sticks,
and rocks. A typical korobokuru
village consists of a single
extended family.
Korobokurus who venture
into human lands may support
themselves with their simple
arts (paintings, woodcuttings, or
carved statuettes) or through an
adventuring life. Such individuals
are quite rare.
Religion: Korobokurus usually
venerate the nature spirits
that reside near their communities -
spirits of the forest,
the rivers, and the mountains.
Often, they adopt the greatest
spirit of the region as something
like a patron deity,
naming their clan after that
spirit and making offerings to it
above all others.
Language: Korobokurus speak a dialect of Dwarven, but
they do not have a script. Literate korobokurus (who are rare)
use the Common script to read and write.
Names: Like other dwarves, korobokurus bear names that
are bestowed by the clan elder. Their names are simple and
usually denote natural features such as plants, small animals,
brooks, or stones.
Male Names: Bun, Bod, Dath, Fek, Mog, Tod, Vun.
Female Names: Bin, Dim, Fain, Gim, Mem, Mon, Tas, Wan.
Clan Names: Kuo-ban, Gia-mun, Hua-kag, Jun-tua, Ten-min, Yak-rui.
Adventurers: A korobokuru adventurer is usually motivated
by the needs of his people. If a korobokuru community
faces a problem it does not know how to handle, it typically
falls to a single hero - whether a volunteer or a candidate
chosen by the elders - to venture into the outside world to
find a solution.
KOROBOKURU RACIAL TRAITS
-
+2 Constitution, -2 Intelligence. Korobokurus are extremely
hardy, but not exceptionally bright.
-
Small: As Small creatures, korobokurus gain a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller weapons
than humans use, and their lifting and carrying limits are
three-quarters of those of Medium-size characters.
-
Korobokuru base speed is 20 feet.
-
Darkvision: Korobokurus can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like
normal sight, and korobokurus can function just fine with
no light at all.
-
+2 racial bonus on saving throws against poison: Korobokurus
are hardy and resistant to toxins.
-
+2 racial bonus on saving throws against spells and spell-like
effects.
-
+1 racial bonus on attack rolls against goblinoids (goblins,
hobgoblins, bugbears, bakemono, and goblin rats): Korobokurus
are trained in the special combat techniques that
allow them to fight their common enemies more effectively.
-
+4 dodge bonus against giants: This bonus represents special
training that korobokurus undergo, during which they learn
tricks that previous generations developed in their battles
with ogres. Note that any time a character loses his positive
Dexterity bonus to Armor Class, such as when he's caught
flat-footed, he loses his dodge bonus, too.
-
+2 racial bonus on Survival checks: Korobokurus are
familiar with the wild lands in which they dwell.
-
Automatic Languages: Common and Dwarven. Bonus Languages:
Giant, Goblin, Hengeyokai, and Sylvan.
-
Favored Class: Barbarian. A multiclass korobokuru's barbarian
class does not count when determining whether he
suffers an XP penalty for multiclassing. Korobokurus are
naturally wild and fierce in battle.
NEZUMI
The nezumi, or "ratlings" as they are often
called by humans, are a race of bipedal ratlike
humanoids. In Rokugan, they are an ancient
race native to the Shadowlands. Before the fall
of the seven kami, the ratlings of Rokugan lived
in grand cities in a mighty empire. On an apocalyptic day
nezumi legend dubs "The Terrible Day When Air Became Fire
and Heaven Fell From Its Perch to Crush Our Glorious Home
Beneath Its Blackened Corpse," the empire of the ratlings was
destroyed and the Shadowlands was born. In the aftermath
of that event, the ratlings have become hardy and wily
scavengers, eking out a meager existence in the midst of
Rokugan's greatest horrors.
Personality: Nezumi are wild, fierce, and primitive. They are
survivalists in a grim terrain, and their outlook is colored by the
harsh realities of their existence: barren land, hazardous natural
features, and deadly predators, from ogres and goblins to terrible
oni. For all the evil that surrounds them, the nezumi have
somehow escaped the Shadowlands Taint, remaining uncorrupted
by their surroundings.
Physical Description: Nezumi look like nothing so much
as humanoid rats. They stand upright, roughly as tall as a
human (averaging about 5 1/2 feet tall and 155 pounds). They
have long snouts, pink ears, and pronounced incisors, like ordinary
rodents. Their bodies are covered with rough fur, ranging
in shade from white through gray and brown to black, sometimes
solid and sometimes patterned. Fur patterns tend to run
in ratling families.
The nezumi have five-fingered hands, opposable thumbs,
and sharp claws. Their long tails are mostly hairless and have
the same pink coloration as their ears and palms. Their legs are
bent like those of rats and have only three toes.
Like human barbarians, nezumi often wear earrings in their
pierced ears, necklaces made of bone or teeth, and similar ornamentation
that humans usually consider savage.
Relations: In Rokugan, the nezumi are staunch allies of the
Crab who defend the Empire from the Shadowlands. They
often work closely with the scouts of the Hiruma family. Other
humans of Rokugan, however, view the ratlings in a less positive
light. Superstitious folk believe they carry the evil of the
Shadowlands with them, and their disregard for the culture and
customs of Rokugan lowers them in human estimation. Their
scavenging habits - sometimes extending as far as graverobbing -
deeply offend the Rokugani sense of propriety.
In other campaign settings, nezumi are often confused with
rat hengeyokai or goblin rats (evil lycanthropes) and suspected
of being just as evil as those races.
Alignment: Lacking a sense of property, home, or community,
nezumi tend strongly toward chaotic alignments. In
Rokugan, they are rarely evil, being sworn enemies of the
Shadowlands and its creatures. In other campaign settings,
many nezumi are evil - whether by nature or simply because
they are so often suspected of evil.
Nezumi Lands: Nezumi are nomadic, wandering in packs or
tribes along a more or less fixed migratory cycle. In Rokugan,
they generally confine themselves to the Shadowlands, though
they sometimes venture into Scorpion and Unicorn lands to
scrounge for food or equipment.
Religion: Nezumi do not venerate ancestors or spirits.
Rather, they believe that an individual's ki shapes the universe,
making each individual life - as well as the collective life of a
pack or the entire race - inherently valuable.
Language: The native nezumi language is a chittering
combination of barks, squeaks, and clicks, bearing a strong
resemblance to the noises of common rodents. It has its own
script, but it is rarely used except to leave warnings or directions
for other packs. Nezumi usually learn to speak Rokugani
or Common, though they punctuate it with clicks and squeaks
and a peculiar stuttering repetition.
Names: A nezumi name consists of three to five syllables,
separated by an apostrophe (which represents a pause in some
dialects, a clicking sound in others), and ending with the name
of the individual's clan, such as chek, tch, tck, tek, tuk, or uk.
Sometimes the syllable oh- is added to the beginning of a name
to designate an individual of great age and wisdom. (Ohchi'chek
is a respected elder of the chek, or Teachers, tribe.) To
show that a nezumi has gained great honor in his tribe, the
syllable ti- is added before the name of the tribe. (Rik'tik'tichek
has distinguished himself in the Teachers tribe.) Only occasionally
do ratlings adopt nicknames, such as "Longsnout."
Nicknames are most common among ratlings who work
closely with humans, since humans often have trouble
pronouncing ratling names.
Names: At'tok'tuk, Chet'rop'tik, Chit'i'tchik'kan, Mack'uk,
Mat'irt'chuk, Mat'tck, Oh-chi'chek, Rik'tik'tichek, Ropp'tch'tch,
Ruantek, T'tep'mok, Tchick'chuk, Tir'chik'tep, Z'orr'tek.
Adventurers: The step from the nezumi's scavenging
lifestyle to the life of an adventurer is not a large one, and
nezumi adventurers are usually motivated by the simple desire
to make the most of their short lives that they can.
NEZUMI RACIAL TRAITS
-
+2 Constitution, -2 Charisma. Nezumi are hale and hardy
but rather crude by human standards.
-
Medium-size: As Medium-size creatures, nezumi have no
special bonuses or penalties due to size.
-
Nezumi base speed is 40 feet.
-
Low-light Vision: Nezumi can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to distinguish color
and detail under these conditions.
-
+2 racial bonus on Hide and Move Silently checks. Nezumi
are naturally stealthy.
-
+2 racial bonus on saving throws against poison and
disease: Nezumi are resistant to illness and toxins.
-
Immune to the Shadowlands Taint: Nezumi can never acquire
a Taint score, and suffer no ill effects from exposure
to the Shadowlands. Effects such as the cloud of Taint spell
or the special attacks of Shadowlands creatures can still
harm them, however.
-
A ratling's sharp claws and teeth deal 1d4 points of normal
damage with a successful unarmed strike. A ratling can make
only one unarmed attack per round, using either claw or a
bite attack.
-
Keen Scent: Nezumi have a better sense of smell than
humans do, and are often more able to distinguish humans
from each other by scent than by sight. Nezumi have the scent special quality.
-
Automatic Languages: Rokugani, Nezumi. Bonus Languages:
Bakemono, Shadowlands.
-
Favored Class: Rogue. A multiclass nezumi's rogue class does
not count when determining whether he suffers an XP
penalty for multiclassing.
SPIRIT FOLK
Spirit folk are the descendants of humans and various spirits
of nature. Spirit folk have three distinct races - bamboo,
river, and sea spirit folk. All tie very strongly to the natural
world as well as to the society of humans.
Personality: Spirit folk tend to be serene and calm, attuned
to their surroundings and at peace with the world. Their spirit
ancestry gives them an awareness of the spirit world, and they
show little desire to manipulate that world through magic.
They manifest a love and enjoyment of life that many humans
can only envy.
Physical Description: Spirit folk look human. Their eyes
are slender and their mouths are small. Their eyebrows are
very thin and their complexions are very pale or golden. They
have no facial or body hair, but the hair on their heads is thick
and luxurious. They appear in all the diversity of humans, and
many come close to the ideal of human beauty in their society.
Relations: Spirit folk typically live as part of human society,
and are accepted as equals in human communities, even when
their true ancestry is known. They are members of human
clans, citizens of human nations, and have blood relations who
are entirely human. At the same time, they are part of the spirit
world, and never feel completely at home in the mundane life
of a human village.
As spirits, spirit folk often get along well with hengeyokai,
and they may have friends and allies among other spirit races
as well.
Alignment: Perhaps because of their strong ties to the natural
world, spirit folk tend to seek balance between extremes.
They tend toward neutral alignments.
Spirit Folk Lands: Spirit folk live among humans, but
usually near regions of untouched wilderness - uncut bamboo
groves, pure streams and rivers, and deep ocean waters. Unlike
hengeyokai, they are more tightly integrated into human
communities, bound by family ties. They do not usually join in
communities with other spirit folk.
Religion: Spirit folk share the religious habits of humans,
venerating a host of spirits and Fortunes. They typically venerate
their human ancestors as well as their spirit forebears.
Language: Spirit folk speak Common in their human
communities, but can also converse in the Spirit Tongue that is
used among spirit creatures.
Names: Spirit folk usually have human names, though their
given names often reflect their ancestry.
Adventurers: Some spirit folk feel their difference from
their human neighbors more acutely than others of their kind,
and take up the life of an adventurer in order to find their own
way in the world. Sometimes, sheer wanderlust drives a spirit
folk to explore the world.
SPIRIT FOLK RACIAL TRAITS
These abilities are common to all three subraces of spirit folk.
-
Medium-size: As Medium-size creatures, spirit folk have no
special bonuses or penalties due to size.
-
Spirit folk base speed is 30 feet.
-
Low-light Vision: Spirit folk can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to distinguish color
and detail under these conditions.
-
Spirit Subtype: Spirit folk have the spirit subtype, which means
they can be affected by spells that specifically target spirits,
such as protection from spirits and invisibility to spirits. Their
human ancestry makes them humanoids, however, so they are
also affected by spells such as hold person and charm person.
-
Automatic Languages: Common and Spirit Tongue. Bonus
Languages: Aquan, Giant, Goblin, Hengeyokai, Nezumi.
-
Favored Class: Any. When determining whether a multiclass
spirit folk suffers an XP penalty, her highest-level class does
not count.
BAMBOO SPIRIT FOLK
Bamboo spirit folk have these additional characteristics.
-
+2 racial bonus on Survival checks.
-
+4 racial bonus on Hide checks when in woods or forest.
-
Trackless Step: Bamboo spirit folk leave no trail in natural
surroundings and cannot be tracked.
-
+2 racial bonus on saving throws against spells and spell-like
effects with the words "earth," "rock," "stone," or "wood" in the
name of the effect, shugenja spells of the earth element, and
wu jen spells connected to earth or wood.
-
Once per day a bamboo spirit folk can use speak with animals
to speak with any animal. This ability is innate to bamboo
spirit folk. It has a duration of 1 minute (the spirit folk is
considered a 1st-level caster when using this ability, regardless
of actual level). See the speak with animals spell description.
RIVER SPIRIT FOLK
River spirit folk have these additional characteristics.
-
Water Breathing: River spirit folk can breathe water as easily
as they breathe air.
-
River spirit folk have a base swimming speed of 30 feet. They
do not need to make Swim checks to swim normally. They gain
a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard, and they can always choose to take 10
on these checks, even if rushed or threatened when swimming.
They can use the run action while swimming, provided they
swim in a straight line.
-
+2 racial bonus on saving throws against spells and spelllike
effects with the word "water" in the name of the effect,
shugenja spells of the water element, and wu jen spells
connected to water.
-
Once per day a river spirit folk can use speak with animals to
speak with any fish. This ability is innate to river spirit folk.
It has a duration of 1 minute (the spirit folk is considered a
1st-level caster when using this ability, regardless of actual
level). See the speak with animals spell description.
SEA SPIRIT FOLK
Sea spirit folk have these additional characteristics.
-
Water Breathing: Sea spirit folk can breathe water as easily as
they breathe air.
-
Sea spirit folk have a base swimming speed of 30 feet. They
do not need to make Swim checks to swim normally. They
gain a +8 racial bonus on any Swim check to perform some
special action or avoid a hazard, and they can always choose
to take 10 on these checks, even if rushed or threatened
when swimming. They can use the run action while swimming,
provided they swim in a straight line.
-
+2 racial bonus on saving throws against spells and spell-like
effects with the fire descriptor.
-
A sea spirit folk can make a Knowledge (nature) check (or an
untrained Intelligence check) with a +2 racial bonus to
predict the weather for the next 24 hours. The DC is 15.
VANARAS
Vanaras are a race of monkeylike humanoids, possessing brave
hearts and inquisitive minds.
Personality: Vanaras are often viewed with amusement or
even exasperation by members of other races, who find their
personalities childish and irritating. They are curious in the
extreme, frequently badgering people with questions (sometimes
very personal questions), picking small items up to examine
them, opening doors to see where they lead, and generally
exploring places where the human sense of propriety and order
would demand they not go. They also tend to be bluntly honest,
never couching a negative opinion in gentle terms or hiding
their true feelings about anything. At the same time, they are
incredibly loyal, quite brave when the situation requires it, and
genuinely kind.
Physical Description: Vanaras are slightly shorter than
humans, standing 4 1/2 to 5 1/2 feet tall and typically weighing
90 to 140 pounds. Their bodies are covered with light fur,
ranging from white through light blue to brown and black.
Their faces are distinctly monkeylike, with protruding
muzzles, furred cheeks, and wide, lipless mouths. They have
long, semiprehensile tails, long fingers and toes, and large
ears, but their arms, legs, and torsos are proportioned like
those of humans.
Relations: Vanaras are very fond of humans, admiring
them and respecting their power while laughing quietly at
their conservative stodginess. They get along well with other
good-aligned races as well, as long as the other race will tolerate
them. They loathe evil, however, and their opinion of an
entire race or kind can be soured by their experience with one
wicked individual.
Alignment: Vanaras are strongly chaotic but equally
strongly good. They show little or no respect for social mores,
rules with no purpose they can understand, or codes of discipline,
and hate tyranny and oppression. Their only concession
to social order is their acceptance of caste systems. Their religion
allows for the possibility that different divine gifts might
be given to different people, although it rejects any different
valuation of those gifts. Vanaras, therefore, might respect that
religion is the province of the priestly caste among humans, but
do not necessarily accord that caste the respect and veneration
human priests might expect.
Vanara Lands: Vanaras dwell in deep forests and high
mountains, building their villages and towns in such a way as
to make a minimal impact on their natural surroundings.
They gather in loose clans, but do not keep track of kinship at
all, so "clan" is a very loose term for their associations. They
subsist largely by hunting and gathering, rather than farming
the land. They rarely come into contact with other races, and
do not seek them out.
Religion: The vanaras revere the greatest of the nature
spirits - spirits of the sun, the highest mountains, the oldest
forests, and the widest rivers. They revere these spirits with
deep personal devotion, offering prayers and songs to these
deitylike beings at least daily.
Language: Vanaras speak Vanaran, which is written in the
Common script. Humans complain that Vanaran sounds like
nothing but screeches and chattering, but it is a complex and
subtle language.
Names: A vanara receives a name within a week after birth,
as soon as the parents observe some sign or portent that
suggests an appropriate name for the child. The vanara keeps
this name through life, and considers it shameful to use any
other name, such as a nickname or honorific.
Male Names: Amanu, Khanu, Mindra, Rava, Thetsu, Vaki, Vindu.
Female Names: Aki, Kiri, Ghuna, Lakshi, Sitha, Tani, Vina.
Adventurers: The arrival of a human or a member of
another race in a vanara community usually sparks a rash of
vanara adventurers, as young vanaras - curious about the
foreign society from which the visitor came - venture forth to
learn about the wider world. Vanara adventurers often attach
themselves to humans, following them with tremendous
loyalty and devotion.
VANARA RACIAL TRAITS
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+2 Intelligence, +2 Wisdom, -2 Strength. Vanaras are clever
and inquisitive and have keen senses. Their small build detracts
from their physical strength, however.
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Medium-size: As Medium-size creatures, vanaras have no
special bonuses or penalties due to their size.
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Vanara base speed is 30 feet.
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Vanaras have a base climb speed of 20 feet. They gain a +8
racial bonus on all Climb checks, and use either their
Strength modifier or their Dexterity modifier, whichever is
higher. They can always choose to take 10, even if rushed or
threatened when climbing.
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Low-light Vision: Vanaras can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of
poor illumination. They retain the ability to distinguish color
and detail under these conditions.
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+4 racial bonus on Balance and Jump checks. Vanaras are
agile and athletic, climbing, leaping, and swinging in trees.
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+2 racial bonus on Hide and Move Silently checks. Though
they enjoy making noise, vanaras can be very stealthy when
the situation demands it.
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Automatic Languages: Common and Vanara. Bonus Languages:
Giant, Goblin, Spirit Tongue, Sylvan.
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Favored Class: Shaman. A multiclass vanara's shaman class
does not count when determining whether he suffers an
XP penalty.
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