DIABOLI
Originating on a distant plane, the diaboli appear to
many humanoid cultures as nightmares incarnate.
They have dispersed across the infinite planes as much
to spread their creed of benevolent chaos as to escape
the rampant horrors of an invading reality.
Diaboli hail from a demiplane just slightly out
of phase with the rest of the multiverse. Called by
humanoids the Demiplane of Nightmares, this realm
borders coterminously with the Region of Dreams and
the Ethereal Plane. Unfortunately for the diaboli and
the creatures that share their frightening home, the
boundaries between their reality and those of the Far
Realm - a place that exists outside of reality from which
pseudonatural creatures originate - seem particularly
thin. As such, the maddeningly chaotic taint of the
Far Realm constantly seeps into the Demiplane of
Nightmares like a breached dam trickling water.
On their home demiplane, the diaboli act much as
humans do on the Material Plane: they farm, hunt, build
villages and towns, interact peacefully with some of the
creatures they share their home with, and they violently
oppose others. Some diaboli become philosophers of
renown, while others skulk the dark alleyways waiting
for their next mark.
Unlike humans, diaboli have a unifying belief in
the superiority of anarchy. They build their societies
around the belief that since they cannot provably
define any one form of government as better than
any other they must simply live without governments.
Despite their chaotic natures, diaboli strongly believe
in traditions and ancient mores that continue to
maintain their societies. Along with these strong and
repeatedly proven customs, diaboli hold together
their otherwise free-willed societies with a mixture
of traditions, taboos, customs, and a strong sense of
fair play. "Do what thou wilt but harm none" unifies
the diaboli and acts as the great truth from which all
traditions and taboos grow.
Societies of diaboli on the Material Plane seem at once
both oddly familiar and strangely disconcerting. They
build their villages in a haphazard manner, seemingly
without any consideration for the defense of
structures - much less with an eye toward moving around effectively
between the buildings. Their buildings resemble ruins,
with beams and timbers protruding at odd angles
from leaning stone walls. Various colors of paint cover
random areas of the structures, camouflaging them
somewhat from a distance.
While diaboli martial technology lags well behind
the civilized races of the Material Plane, their more
cerebral aspects of culture far exceed those of most
races. They spare no amount of energy or wealth
developing advanced forms of philosophy and art. Most
diaboli promote a level of tolerance and generosity far
more liberal and welcoming than any Material Plane
humanoid race, with the sole exception of their attitude
toward humans, whom they detest above all others. The
diaboli view humans as hideous devils or demons in
much the same way that humans view them.
Because interaction with the dangerous and
unpredictable Far Realm is becoming increasingly
frequent, the diaboli constantly develop techniques to
combat the corrupting taint of that frightening plane.
Many sages suggest the diaboli's losing battle against
the encroaching taint of the Far Realm causes their
immigration to the Material Plane. While some diaboli
still live in the Region of Dreams, most have emigrated
to the various worlds of the Material Plane as well as the
Ethereal and Astral Planes.
Personality: In their own home realms, diaboli serve
as the equivalent of humans. As such, they possess a
wide variety of personalities. Unlike humans, however,
the great majority of diaboli live chaotic, disorderly
lives. The spectrum of personalities exhibited by diaboli
is therefore somewhat narrower than that of humans,
but still much wider in its possibilities than most other
Material Plane humanoids. Diaboli generally reflect
only the gentler, less frightening aspects of chaos in
their personalities. Many reflect this chaos with extreme
absent-mindedness, mild to severe mood swings, wild
bouts of creativity, and generally mercurial natures.
Physical Description: Fearsome in form if not
personality, diaboli often elicit reactions of fear or
loathing from those who see them. Silhouetted at a
distance, a diabolus might pass as a thin-legged human.
Once details become apparent, any resemblance to
humans quickly disappears.
The torso, arms, and head of a diabolus have
humanlike musculature and structure, but its legs
resemble those of a ram or goat. Diaboli also have long
tails that end in small barbs. Small vestigial horns rise
from the top of a diabolus's head and its elflike pointed
ears stick out at severe angles. A diabolus's hands appear
humanlike except they lack a fifth small finger, rather
having three fingers and a thumb.
Diaboli skin color ranges from mauve and lavender
to the deepest near-black violets. In addition to skin
color, diaboli vary in the amount of hair they can grow.
Bare diaboli grow no hair over the entirety of their
bodies. Common diaboli grow white and silver hair just
as humans do, and males often wear long but
well-groomed beards. Hirsute diaboli also
grow coarse, white, goatlike
hair from the waist down.
Diaboli of all three types
share the same abilities;
any differences among
them form culturally.
All diaboli have reptilian
eyes ranging from angry reds
to bright yellows. Their long
tongues fork like those of snakes
and provide the diaboli with
similar olfactory clues. Wide,
prominent noses dominate
their faces.
Relations: Diaboli
innately fear most
humans and
humanoids
they meet
and find
the forms of
such creatures
repulsive. For their
part, many humans and
humanoids feel the same
way about diaboli. Only
rarely do the two groups put aside their revulsion
of one another and make attempts to communicate and
trade. Even after the diaboli and native humanoids set
up peaceful lines of communication, a tension always
exists between two such groups. At worst, this quiet
unease leads to cool but respectful meetings, but even
at best a gathering of diaboli and humanoids brings
about an air of extreme politeness, as if both sides fear
insulting or otherwise provoking the other.
Adventurers from both sides often make the initial
steps of peaceful communication - many find it difficult
not to befriend those with whom they frequently face
lethal dangers. Because they themselves often live at
the fringe of their societies, adventurers often judge a
companion not by appearance but by competence, and
most diaboli adventurers prove quite competent.
Alignment: A carefree chaos fills the hearts of
diaboli and they constantly seek to spread the joys of
such liberation among those with whom they interact.
Freedom and spontaneity mark the lives of the diaboli,
but they seldom force their gently chaotic beliefs on
others. This love of freedom marks them as almost
universally chaotic good creatures. Some drift from
the benevolent aspects of chaos - becoming engulfed
or driven to horrible acts by it - developing into either
chaotic neutral or chaotic evil. Those tiny few who
forsake chaos for neutrality find themselves shunned
and exiled. Neither history nor folklore
record any mention of a lawful diabolus.
Diaboli Lands: In their native
demiplane, diaboli form
small pockets of relatively
peaceful societies that
can span several hundred
square miles. They fill
much the same position
as humans on the Material
Plane: vibrant, expansive, and
relatively easy to work with. On
the Material Plane they form small
anarchic but peaceful communities
far away from humanoids and
other intelligent creatures.
Religion: As their home
demiplane touches on both
the Region of Dreams and
the Ethereal Plane, and
suffers the Far Realm's
foul taint, diaboli
have strong taboos
concerning disbelief
They never take anything
at face value, as mind-bending
reality twists occur near their original
homes so frequently. Diaboli lack deities
as most humans understand them, and instead
seem to worship ideas like anarchy, chaos, freedom, and
wonder. Their religious practices lack dogmatic rote, and
most diaboli worship alone and spontaneously. Diaboli
clerics, although rare, do exist. They often choose from
the following domains: Chaos, Destruction, Luck, Magic,
Protection, Travel, and Trickery.
Language: Diaboli speak their own language,
Diabolan. Diabolan words make frequent use of harsh,
guttural hisses and the unique physiologic structure of
the diaboli's forked tongue. While not difficult to learn,
most humanoids of the Material Plane find mastery of
Diabolan impossible. Most words in Diabolan contain
soft "f" "s," "th," and "z" sounds.
Many diaboli also learn to communicate simple
ideas by twirling and positioning their tails in a sort of
elaborate code. The purely visual diaboli tail code can
convey even complicated concepts, but it takes roughly
twice as long to express something in the diaboli tail
code as in any spoken language. Any creature that can
see a diabolus using the diaboli tail code may make
a DC 10 Intelligence check to realize the diabolus is
attempting to communicate. Any creature may learn
diaboli tail code, although only creatures with tails of
their own can "speak" it.
Most diaboli who make the journey from their plane
learn to speak Abyssal first, as their forked tongues can
most easily form the words of that language. This leads
to the belief that an inherent evilness exists within
diaboli society. A diabolus who speaks Common does
so with a thick, snakelike accent.
Names: Chaos influences all aspects of diaboli
life, including their naming
patterns - whatever inscrutable patterns they might
actually take. For the most part, diaboli
have between two and four names, although
some only bear one moniker and others
might claim as many as twelve. No discernable
convention exists for determining how many different
names a diabolus might possess.
Like humans, diaboli maintain a wide spectrum of
names they use. Male diaboli names typically contain
more consonants than female diaboli names. Even that
"rule" lacks any sort of reliable application, however, as
many males have names with no consonant sounds at all.
Male Names: Fih, Hoshaaa, Iniboshog-krs,
Krnthilakeh, Rskeglsth, Slom, Uayaeo.
Female Names: Aut'abothua, Bbothuda, Ihab,
Oskru, U, Wyrwlak, Z'ligg.
Family Names: If family names exist, no sage or scholar
has discerned any indication that diaboli use them.
Adventurers: Most diaboli dislike violence and
attempt to live their lives as peacefully as possible.
Those who do take up the dangers of adventuring do
so for several reasons. Many find themselves thrust into
violence to defend their homes from fearful humanoids
who raid and slaughter them. Others take up the
trident in order to forcefully hold back the taint of the
Far Realm that constantly threatens to seep into both
their native demiplane and their adopted homeworlds.
Finally, a few diaboli turn to violence for the same
selfish or exalted reasons as humans: wealth, power,
guardianship, love, lust, or an unquenchable hope that
they can make a better world for their children.
DIABOLUS RACIAL TRAITS
-
Outsider (native): Diaboli are outsiders with the
native subtype. Diaboli have a knack for making
themselves at home on new planes.
-
Chaotic: Diaboli have the chaotic subtype.
-
Medium: As Medium creatures, diaboli have no
special bonuses or penalties due to their size.
-
Diaboli base land speed is 30 feet.
-
Darkvision: Diaboli can see in the dark up to 60
feet. Darkvision is black and white only, but it
is otherwise like normal sight, and diaboli can
function just fine with no light at all.
-
+2 racial bonus on all saving throws against
spells and spell-like effects: Diaboli come from
a demiplane slightly out of phase with other
planes, which gives them some resistance to
magical effects.
-
+2 racial bonus on Intimidate checks made against
animals and humanoids. The frightful appearance
and alien psychology of diaboli make them
particularly good at coercing Material Plane natives.
-
-2 penalty on Diplomacy, Handle Animal, Perform,
and Sense Motive checks. The hideous appearance
and strange mannerisms of the diaboli make it
difficult for them to interact peaceably with native
humanoids and animals of the Material Plane.
-
Weapon Familiarity: Diaboli treat tridents as
simple weapons rather than martial weapons.
-
Natural Attack: Tail. A diabolus can make a secondary
natural attack with its tail (at a -5 penalty on attack
rolls). This attack deals 1d4 points of damage and
injects its target with a mild poison (DC 10 + 1/2 HD
+ Constitution modifier). The poison's initial damage
causes its victim to become sickened for 2d4 rounds;
it has no secondary damage. A sickened creature
suffers a -2 penalty on all attack rolls, weapon damage
rolls, saving throws, skill checks, and ability checks.
A diaboli can produce a number of doses of poison
equal to 3 + its Constitution modifier per day.
-
Automatic Languages: Diabolan and diaboli tail
code. Bonus Languages: Abyssal, Common, Draconic,
and Infernal. Diaboli learn the languages easiest for
them to pronounce as well as the most frequently
used languages near their adopted homes.
-
Favored Class: Sorcerer. A multiclass diaboli's
sorcerer class does not count when determining
whether he takes an experience point penalty for
multiclassing. With a unique
tie to the multiverse and strong streak of chaotic
individualism, diaboli make excellent sorcerers.
-
Level Adjustment: +1.
DIOPSIDS
Diopsids are Underdark creatures that resemble a
cross between a humanoid and a beetle. They occupy
large, sprawling caverns deep beneath the earth where
they carve settlements into the walls and floors of
their domains. Diopsids have a deep love of metal
weapons and other objects, but they lack the technical
ability to manufacture such goods. Thus, they work as
mercenaries, laborers, hunters, and scouts for other
races. To the folk of the Underdark, diopsids are
simple but dangerous barbarians best dealt with via
a mercenary contract rather than open engagement.
Tough, strong, and skilled with a variety of weapons,
diopsids make terrifying opponents and valued allies.
Diopsids work with almost anyone who meets their
asking price, and they are quite willing to push aside
an ally to work with a new paymaster. Diopsids are
opportunistic and somewhat greedy, particularly when
it comes to metal weapons, tools, and armor. They take
care to protect their reputation as mercenaries.
Personality: Diopsids are stolid, dependable, and
somewhat dull. A diopsid tends to think over a problem
first and act later. They find other races endlessly
fascinating, especially humanoid surface dwellers, and they
sometimes prove annoying with their endless questions
and conjectures. When it comes to metal weapons and
tools, a diopsid becomes a frenetic, energized explorer. It
might turn a weapon over in its hands, stroke its length,
and test it on a handy rock or giant mushroom.
Physical Description: A diopsid is a large beetle with
six limbs. It uses its rearmost limbs as legs, allowing it
to walk upright like a humanoid. Its four arms form two
markedly different pairs. Its upper arms are strong and
powerful, allowing it to heft weapons, carry heavy loads,
and manipulate tools like a humanoid. Its middle pair of
limbs is situated just below its arms. These small, slender
limbs are much weaker than its legs and upper arms,
Generally, diopsids use them to assist their primary
arms. A diopsid warrior can carry a greatsword with one
upper arm and its corresponding lesser, weaker arm. In
this manner, a diopsid warrior can fight with a pair of
two-handed weapons.
A diopsid has a pair of stalks that project
outward from the sides of its head. Each stalk
ends with a large, multifaceted red eye. These
stalks are immobile, and diopsids see a wide
gap between the two as an indicator of
strength, power, and beauty.
Relations: Diopsids are friendly with
almost every other race. They see strangers
as potential customers for their services
as mercenaries and as a source of metal
weapons and tools. A diopsid settlement is
likely to traffic with drow, dwarves, and other
folk without prejudice. As insects, diopsids
see all humanoids as one indistinguishable
mass. The differences between a dwarf and
a drow are trivial in their eyes, considering
the vast gap between a diopsid and any other
humanoid creature.
Alignment: Diopsids are typically neutral. In the
wild and dangerous lands of the Underdark, they are
renowned for their ability to survive and mingle with
a staggering range of creatures, from cruel drow and
mind flayers to the friendlier svirfneblin and dwarves.
Diopsids rarely engage in warfare with others unless
provoked. Their prowess in battle makes attacking
them a poor option, especially when they are ready and
willing to serve as mercenaries for the highest bidder.
Even when in service to other creatures, diopsids rarely
take pleasure in causing pain or misery. They simply
fight for their masters and rarely spread more havoc
than needed to defeat an enemy.
Diopsid Lands: Diopsids occupy large caverns
within the Underdark, typically in areas isolated from
other folk. While diopsids remain neutral in most
conflicts, they prefer to avoid such entanglements
rather than risk their safety and security. A typical
diopsid settlement consists of stone towers built into
the sides of a cavern's wall. Diopsids build up along
the cavern, digging into the rock and scattering the
debris down upon the cavern floor to create a rough,
treacherous zone of rubble. Over time, diopsids
slowly stretch their corridors and chambers to the
cavern's roof. A visitor to a diopsid cavern might
believe he has somehow stumbled back to the surface
world during the night of a new moon. The flashing
lights of diopsids' natural luminescence looks like
twinkling stars across the black canvas of the cavern's
walls and floor.
Diopsids use their unique abilities, particularly their
ability to drift safely down from any height using their
wings, to defend their lands. Diopsid watchtowers
flash beacons back to their settlements. Once alerted,
warriors march to the upper passages in the cavern roof
When the battle is joined, these elite diopsid warriors
jump down upon their enemies. These simple but
effective tactics have taught many would-be enemies
that diopsids are better met with barter than battle.
Religion: Diopsids possess a simple set of beliefs that
surface dwellers find simplistic and amusing. Diopsids
worship the goddess Diophia, the patron of diopsids,
their creator, and their guardian. Her domains are
Earth, Protection, Travel, and War, and her favored
weapon is the greataxe.
The most noteworthy bit of diopsid religious lore
lies in their regard for the surface world. Diopsids see
the realms above as a terrible place of fearful ordeals,
dangerous monsters, and horrific peril. The air moves
and slashes, the ground slopes high into unimaginable
reaches of the ether, and torrents of endless water
batter the earth in an endless assault. A diopsid who
ventures to the surface is regarded as a mighty hero,
one worthy of the highest praises.
Because of this belief, diopsids tend to regard
humans, elves, and other travellers from the surface
with something close to pity. Diopsids see them as lost
souls cast out of the comforting grasp of the earth and
forced to survive in a deadly, alien land.
Language: The diopsid
native language consists
of an intricate code of
light flashes generated by
luminescent glands situated
on their bodies. This
language uses the intensity
of the light, the speed
and length of individual
flashes, and similar cues
to form words. The diopsid
language has no system of
writing, a critical handicap
that prevents diopsids
from developing any
advanced technologies.
A diopsid is capable of
speaking and understanding
Common and other spoken
languages. A diopsid's voice is
usually dry, hollow, and punctuated
with clicks of its mandibles.
Names: Diopsids lack names they
can communicate in languages such
as Common. The patterns of flashes
they use have no analog. Thus, diopsids
usually allow others to pick nicknames
for them. Diopsids embrace new names
and drop old ones with ease. They see such
monikers as devices of communication devised
by and for their trading partners and employers.
They care little for their nicknames and rarely grow
attached to them.
Adventurers: Diopsid adventurers are usually ex-mercenaries
who grew bored of working for others.
Spurred on by stories of the horrific outer world -
unlike other, more docile diopsids who see that
world as a source of terrors real and imagined -
these diopsids strike out in search of fame, glory,
and metal weapons and tools. Many of the most
powerful diopsid war chiefs and leaders once acted as
adventurers. By demonstrating their resourcefulness
and making grand gifts of metal goods to potential
allies, these wanderers cement their political status
after a successful adventuring career.
DIOPSID RACIAL TRAITS
-
+2 Constitution, -2 Dexterity, -2 Intelligence:
Diopsids are tough, but they are clumsy and slow
witted compared to other races. A diopsid's young
age at adulthood makes it inexperienced and
ignorant compared to other folk.
-
Monstrous Humanoid: As monstrous humanoids,
diopsids are immune to spells that only affect
humanoids, such as charm person and hold person
-
Medium: As size Medium creatures, diopsids gain
no special benefits or penalties due to their size.
-
Diopsid base land speed is 30 feet.
-
Darkvision: Diopsids can see in the dark to a range
of up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and diopsids
can function just fine with no light at all.
-
Bioluminescence: A diopsid has a number of glands
on its body that allow it to shed light much like a
firefly. At will, the diopsid can shed light in a
10-foot radius around its body. Shadowy illumination
extends another 20 feet around this area. The diopsid
can create or douse this light as a free action.
-
Natural Armor: A diopsid's tough carapace gives it
a +4 natural armor bonus.
-
Wings: Diopsids have a pair of stubby wings
that, while too weak to provide them with
flight, allows them to gently guide to a
soft landing regardless of how far they fall.
A diopsid does not take falling damage as
long as it is capable of taking actions. As an
immediate action, it can unfurl its wings and
float slowly downward at 60 feet per round.
A paralyzed, unconscious, or otherwise incapacitated
diopsid cannot use its wings in this manner.
-
Extra Arms: Diopsids have four arms: their two
primary limbs and a secondary, weaker set of arms.
Their weaker limbs are poorly suited to carrying
weapons or shields, but they do an excellent job of
providing stability and support to the upper limbs.
The diopsid's extra limbs allow it to use
weapons one size category larger than normal
without penalty. The diopsid's secondary arms
must be free for it to gain this benefit. This benefit
does not extend to larger weapons. For example, a
diopsid can wield a Large longsword with a single
primary arm without penalty by steadying the
blade's pommel with its lower limb.
A diopsid can wield a pair of two-handed
weapons by using all four of its limbs. The diopsid
gains the full benefits of wielding a two-handed
weapon, such as 1-1/2 times its Strength bonus on
damage rolls. The diopsid suffers the standard
penalty for fighting with two weapons and carrying
a non-light weapon in its off hand.
A diopsid wielding a pair of two-handed
weapons is a fearsome sight. It shifts and twirls the
two weapons between its four hands, hammering its
opponent with tremendous strikes while defying its
normally clumsy, fumbling nature.
If a diopsid carries a weapon or shield in its
secondary arms while one or more of its primary
arms also carry an item, it suffers a number of
penalties. When using a shield, the diopsid takes the
shield's armor check penalty on its attack rolls and
skill checks even if it has proficiency with the shield.
When using a weapon, the diopsid gains only half its
Strength bonus on damage rolls. It takes a -4 penalty
on all attacks for each light weapon used in this
manner. This penalty increases to -8 for one-handed
weapons. The diopsid cannot carry a two-handed
weapon with just its secondary arms.
A diopsid with at least one empty hand can cast
spells with a somatic component.
-
Limb Symmetry: A diopsid's four arms allow it to
carry and use multiple items with relative ease. A
diopsid can use its third and fourth limbs to steady a
weapon held in its primary arms, shift its weight, and
maneuver it to attack or defend. A diopsid ignores
the Dexterity prerequisite, if any, for any feat that has
the words "two-weapon" in its name, such as
Two-Weapon Fighting. The diopsid must fulfill the rest of
the feat's requirements as normal.
-
Insect Body: The diopsid's beetle-like body makes it
unsuited to use many tools and magic items designed
for humanoids. A diopsid has trouble wearing bulky
armor even if it has the appropriate feat. A diopsid
can wear light armor without penalty. When wearing
medium armor the diopsid takes a -2 penalty to
Dexterity. This penalty increases to -4 if the diopsid
wears heavy armor. The diopsid's multiple limbs
and bulky form make it poorly suited to using heavy
armor. For such a suit to offer its full protection, it
must restrict the diopsid's movements.
In any case, the diopsid must purchase custom-made
armor. This armor costs the same price as if
the diopsid had to purchase armor one size larger
than normal.
-
Immune to Sleep: Diopsids do not need to sleep
and are immune to all sleep effects.
-
Automatic Languages: Common and Diopsid. Bonus
Languages: Dwarf, Orc, Terran, Undercommon.
Diopsids learn the languages of the Underdark to
facilitate trade with other folk. The diopsid love of
new weapons and metal goods is powerful enough
to overcome their normally sluggish intellects. The
diopsid native tongue employs their luminous glands,
allowing them to flash messages across the largest
Underdark caverns without a sound. Diopsids can
also create flashes of "light" visible only to creatures
with darkvision, allowing them to "whisper" without
tipping off their presence to creatures that rely on
normal vision.
An observer can detect a diopsid communicating
in this manner with a Spot check rather than a Listen
check. While creatures that lack bioluminescence
cannot "speak" Diopsid, they can understand and
translate it.
-
Favored Class: Barbarian. A multiclass diopsid's
barbarian levels do not count when determining
whether it takes an experience point penalty. Diopsids
are strong, tough warriors who prefer brute force to
elegant fighting styles. Thus, the barbarian class is a
perfect match for them.
-
Level Adjustment: +1.
DVATI
Dvati are a strange race of humanoid creatures
found in small enclaves scattered throughout
the world and across the planes. All dvati
are born identical twins, with the pair
sharing a single soul between them.
Dvati lore holds that their souls are
so powerful that a single, mortal
vessel is too weak to contain
them. Thus, their minds occupy
two bodies.
Typically peaceful folk, dvati are
concerned more with philosophy
and art than material pleasures.
Much of their culture centers on
the close link between a dvati pair.
A pair of twins might paint a mural
together, with each twin starting from
one end and meeting at the middle to finish
the creation. Dvati twins debate philosophy with each
other with an eye toward not only uncovering higher
truths but also questioning and exploring their own
beliefs, attitudes, and preconceptions.
While dvati enjoy intellectual pursuits, they are
capable warriors and hard workers. They consider
archery, fencing, and similar combat talents art forms
worthy of study. Dvati twins duel each other to press
their talents and hone their abilities. The natural link
between dvati twins makes them a deadly team, and the
small but powerful dvati military units are renowned
for their tactical coordination. Many times in the past,
a tiny dvati force has defeated a much larger army with
intricate and delicately timed plans.
Personality: Dvati are typically serene, intellectually
energetic, and curious. They tend to avoid conflict and
are well suited to a role of peacemaker or diplomat.
When faced with two sides in conflict, a dvati splits
his twins. Each twin speaks from one side, finds
areas of agreement with the other, smoothes over
disagreements, and brings the two sides together.
Dvati have a strong sense of duality in all things.
They excel at seeing both sides of an argument. When
faced with a problem, a dvati is likely to spend time
considering multiple approaches from different
angles. A dvati who must move a boulder that blocks
a cave stands in front of it and surveys the scene.
Meanwhile, the other twin climbs above the stone,
looks at the stone from above, and considers the same
problem. To dvati, one perspective is never enough.
Physical Description: A dvati has a slight build, snow-white
skin, black hair, and solid blue eyes that lack irises
or pupils. Dvati noses are little more than small slits
that barely protrude from their faces. They have three
fingers and opposable thumbs. Most humanoids find a
dvati's appearance - particularly their unwavering eyes -
slightly unnerving. Dvati are acutely aware of this, and
many of them wear hooded cloaks around strangers.
Relations: Dvati get along well with most other races.
Their ability to understand and appreciate different
perspectives leads them to accept the differences in
others with open minds. Outcast half-orcs and half-elves
sometimes find homes in dvati communities. Of all the
races, elves mingle best with dvati. Dvati respect the elves'
long-term view of history, their art, and their culture.
Elves see dvati as fascinating creatures with a welcome
appreciation of intellectual and artistic concerns.
Alignment: Most dvati are neutral, as they prefer a
balanced approach to issues of morality. Many are also
good. Being closely linked twins reminds dvati of the
connections between all living things. They know that
greed and unbridled ambition lead only to decay and
misery. Evil dvati are almost utterly unknown. The link
between two twins is too strong for any dvati to elevate
himself above all others to the degree that evil promotes.
Villainous dvati do exist in small numbers, however, and
tend toward lawful evil.
Dvati Lands: Dvati are too few in number to claim
their own sprawling kingdoms and empires. Instead,
they build small settlements in out-of-the-way areas
where few trouble them. In rare cases, a small dvati
colony arises in a city controlled by another race. These
colonies are usually separated from the rest of the city
by walls or carefully arranged buildings that leave only
one or two entrances to a dvati neighborhood. While
dvati appreciate other folk, they prefer peace, quiet, and
solitude when they attend to their works.
Dvati artisans fetch high prices for their works, owing
to the unique style of design they use. Dvati colonies
are most common in realms that place a high value on
philosophy, learning, and the arts.
When left to their own devices, dvati create small,
orderly communities divided into four groups called
rings. Each ring is ruled by a council of four dvati twins
(two sets of twins), who in turn report to a smaller
council of four more dvati. Dvati use a democratic
system of elections, with each pair of twins allowed
one vote. The rings are responsible for growing their
own food, maintaining their section of the settlement,
and so forth. When faced with an important decision,
The ruling councils call a gathering of the entire
community. The twins separate into two groups, with
one member of each pair in each meeting, to allow as
many speakers as possible to present their views. The
dvati as a whole then vote on a decision.
Religion: Dvati worship Thelmeth the Unifier, a divine
being represented by a sphere divided in two halves -
one black, one white. Thelmeth is typically depicted
as a pair of male dvati twins clad in golden robes and
wearing laurel wreaths, with each twin carrying a pair of
large books. Thelmeth is neutral and his domains are
Knowledge, Magic, and Protection. His favored weapon
is the quarterstaff.
Language: The dvati language requires two creatures
speaking simultaneously to properly use it, and its
unique alphabet consists of only eight characters. The
character's alignment - upside down, mirrored to the
left or right, or turned to the side - determines its exact
sound. If a dvati is somehow separated from his twin, he
uses Common to communicate with others.
Names: A dvati's name in its native tongue is
almost impossible for a non-dvati to speak or clearly
understand, as both twins in the pair must speak at
the same time to properly pronounce it. Thus, most
dvati that work with other folk adopt names that
they either make up or take from other languages.
The dvati usually takes two names, one for each twin,
although sometimes the dvati forgets which twin has
which name. A dvati sees himself as an undivided pair,
but he understands that other races might find him
confusing. Dvati twins tend to prefer similar names
with distinct sounds.
Male Names: Olon and Alax, Targren and Talon,
Xephon and Xephar.
Female Names: Esmerra and Esandra, Lia and Kira,
Poldra and Eldra.
Adventurers: Dvati adventurers are rare, as most of
them prefer simple lives of contemplation, honest work,
and fellowship. Sometimes a dvati feels a deep sense of
wanderlust. Bored with the often repetitive existence of
their colonies and settlements, young dvati strike out
in search of new adventures. Some of these dvati are
fascinated by other folk and wish to learn more about
them. Others study philosophies that require the dvati
to seek out new experiences. Dvati rarely adventure for
material wealth or accolades, as such things have little
value to a dvati aside from their pragmatic uses.
DVATI RACIAL TRAITS
-
Medium: As Medium creatures, dvati have no
special bonuses or penalties due to size.
-
Dvati base land speed is 30 feet.
-
Darkvision: Dvati can see in the dark to a range of
up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and dvati can
function just fine with no light at all.
-
Twins: A "single" dvati is a pair of creatures that
shares a soul. A dvati twin can no more exist
without his soul partner than a human can live
without a heart. The unique, spiritual link between
a dvati pair has several important implications.
A dvati character is actually two separate dvati
twins who share a soul. These two creatures move
and act separately but have a number of restrictions
based on their connection.
The dvati twins gain levels and progress in
the same manner as a single creature of another
race. The twins share a class and both have
the same level. The twins do not progress at a
different rate, nor do they split XP between them.
Rather, each has an identical XP total. When dividing
XP among characters, a dvati counts as one PC.
For example: A 1st-level dvati fighter consists
of a pair of twins, each with the same set of fighter
abilities. You select feats, skills, and other abilities for
both twins. Do not choose them separately. If one
twin has Power Attack, both twins gain access to it.
In essence, you build one character who occupies two
bodies, regardless of the class chosen.
When a dvati casts a spell, both members
of the pair must focus and concentrate on it.
Both twins must simultaneously take the actions
required to cast a spell, although only one must
supply material components. One twin cannot cast
a spell while the other attacks, for example. A lone
dvati can cast spells if his twin takes no actions
while he casts. Any other sort of action, including
a free one, makes it impossible for the casting twin
to focus and use his spell. If the dvati tries to use a
spell anyway, his casting attempt is ruined and the
spell is lost.
The dvati twins divide their hit points between
them. Each twin in the pair gains half the hit points
from his Hit Die roll, although both gain the full
benefits of his Constitution modifier. Do not roll
Hit Dice separately for each dvati twin. For example,
a 1st-level dvati fighter with a 13 Constitution gains
6 hit points for each twin ([10 hp / 2] + 1 = 6). If an
area of effect spell catches both twins, they save
separately and take damage as normal.
A pair of dvati twins shares all class abilities
and spells slots between them. For example, a 3rd-level
dvati bard can use bardic music three times per
day in total, not three times for each twin. Personal
spells (those with a target of "you") affect both twins
as long as they are on the same plane. Otherwise,
they affect only the caster. Other spells function as
normal. For example, a touch spell normally affects
only the specific twin touched. The spell conductor
ability (detailed below) allows the dvati to share
some spells.
A mind-affecting ability or spell that affects
one twin affects both of them. If a single such ability
targets both twins at the same time, they make only
one save between them. Dvati twins share one mind.
The dvati twins have an innate, powerful psychic
connection. They can communicate via telepathy
at an unlimited range and across the planes. A
twin cannot perceive what his other sees, hears, or
otherwise perceives. As a full-round action, a dvati
twin can determine his twin's current hit points and
mental state. If one twin is on the same plane as
the other, the twin learns the relative direction and
distance to his partner.
If one dvati twin dies, the other slowly sickens
and perishes. Each day that passes after a dvati
twin dies, the surviving twin takes 1d4 points of
Constitution and Wisdom damage and takes a
cumulative -1 penalty on attack rolls, skill checks,
and saving throws. The ability damage and penalties
remain (and cannot be healed or removed) until the
living twin dies or his soulmate returns to life (at
which time they immediately disappear). Most dvati
prefer to commit ritual suicide if one twin dies
without hope of return, as the pain of losing the
close bond drives a dvati to the brink of madness.
In most cases, an effect that applies to one twin
fails to spill over to the other. If a medusa turns one
twin to stone, the other remains healthy. Negative
levels are an exception to this rule. If one dvati twin
suffers a negative level, both of them incur its effects.
The dvati makes one save to remove the negative
level. Level loss caused by returning to life via a raise
dead or similar spell affects both dvati twins.
-
Echo Attack: By combining their voices into one
maddening cacophony, a pair of dvati twins can
confuse a creature they flank. If both twins speak
as a move action while flanking an opponent, that
creature must make a Will save. The DC of this save
equals the result of a single Perform (sing) check
made by the dvati. If the save fails, the twins gain
their choice of a +1 bonus on attack rolls against
the creature or a +1 bonus to Armor Class against
the creature's strikes. This bonus lasts for 1 round.
Creatures that cannot hear or be flanked are immune
to this effect.
-
Pair Link: The close relationship between dvati
twins grants them several benefits when they work
together. If two dvati twins team up to flank an
opponent, they each gain a +3 bonus on attack rolls,
rather than the normal +2 bonus. If a twin uses the
aid another action to help his twin, he grants an
additional +2 bonus (for a total of +4) on attack rolls
or to Armor Class.
-
Spell Conductor: A dvati twin can choose to shift a
spell that affects him to his twin so long as both of
them are on the same plane. The shifted spell must
have a range of touch and it must also be harmless.
Using this ability requires a move action to focus
and channel the spell's power. Aside from the
change in target, the spell's duration and effects
continue as normal.
A dvati can transfer a spell he casts from one
twin to the other as part of the act of casting. He
cannot transfer spells used by others.
-
Automatic Languages: Common and Dvati. Bonus
Languages: Any. Dvati requires two creatures
speaking simultaneously. One twin provides a
description of actions, while the other supplies
words and descriptions of things. The two weave
together to communicate in a uniquely dvati
manner. Other creatures can speak this tongue, but
two Dvati-speaking creatures must work together.
Otherwise, communication via this language is
impossible. In most cases, dvati use Common to
speak with other races.
-
Favored Class: Bard. A multiclass dvati's bard class
does not count when determining whether he takes
an experience point penalty for multiclassing. The
dvati's strange, magical nature makes them natural
Spellcasters, and their ability to meld their voices
into one grants them an unmatched singing ability.
Dvati bards are legendary for their ability to perform
as flawless duos.
-
Level Adjustment: +1.
LUPINS
Lupins exist at the crux of a duality, torn constantly
between two mythological beginnings. Most of these
dog-headed humanoids rarely ponder the subject,
living their lives in the comfort of their individual
families, saving such speculation for the quiet times
of their infirm years. However, nonlupin sages and
historians (with lupin input) frequently consider and
debate this issue.
Although most people consider the debate purely
academic, lupin spiritual leaders actively argue two
versions of their creation. The original and most
popular creation story comes down from their ancient
oral tradition, marking lupins as descendants of
werewolves who rejected the chaos of their monthly
murderous sprees. Proponents of this theory point to
the uncanny ability of lupins to sniff out werewolves
as well as the obvious physical similarities. The newer
origin theory, originally proposed by the lupin sage
Hector Roff, argues that the fanatic enmity between
lycanthropes and lupins comes from stresses placed
upon the lupins by other races. Followers of his
theory, called Hectorites, propose that their race came
from the union of humans and gnolls, and that early
lupins became famed werewolf hunters to prove to
fearful human neighbors that they indeed were not
werewolves themselves. Most lupins consider this
theory preposterous, although the younger generations
seem to favor this less idealistic belief.
Regardless of their origin, lupins have always had a
tie to werewolves. The day after a lupin child proves
itself weaned by eating solid foods, the village werewolf
hunters, called hruffs, begin teaching it the basics of
killing lycanthropes. This day, known as the child's
Moonset, is only the first rite of passage for a lupin. At
puberty, lupins undergo another rite, called ro'rutoo
(for boys) or ro'rutah (for girls). The exact rite varies
from tribe to tribe, but it typically includes spending a
night on the grasslands with only a mount as company.
Succeeding at this rite makes the young lupin an official
member of the tribe, and allows him or her the chance
to venture with an elder to a White Howl. Once a lupin's
muzzle and head hair begin to whiten (a natural change
for the race that comes with age) he passes through one
final rite composed of fasting and intense meditation.
At the conclusion of this rite, the old lupin is recognized
as an elder and becomes eligible for the greatest of
honors: to represent the tribe in a White Howl.
Lupins live in tribes consisting of three to twelve
packs, and each pack contains two to ten adults (and
several pups). Lupin tribes practice strict egalitarian
democracy and usually operate without a leader
(although elders in the tribe can often sway the votes
of younger members). Once per year, the tribe selects
a spokesperson from among the packs' elders as a
representative. This individual cannot hold the post
longer than a year and cannot be selected again until
an elder from every other pack in the tribe has acted
as spokesperson. The selected elder (and a retinue of
unwed youths) then travels to a gathering of other
spokesperson lupins from nearby tribes. This gathering,
the White Howl, acts as both a meeting for important
discussions among the elders as well as a chance for
young lupins to find mates from outside the tribe. A
White Howl often degenerates into a wine-soaked
celebration that lasts for up to three weeks.
The lupins' semi-nomadic life centers upon villages
composed of wooden longhouses built in a radial
pattern surrounding a community space. In the
middle of this space, the lupins maintain a continuous
flame known as a bg'tyr. Even when the tribe moves
from its village to wander the relatively dry plains
for the three months of summer, the tribe's bg'tyr
continues to burn inside a copper-lined cedar bowl.
The task of keeping the bg'tyr lit falls upon a group of
lupin girls too young to bear children - one such pup
from each pack within the tribe. These girls, known
as bg'tyr mates, often grow to prominence within the
community in adulthood.
Many lupin tribes consider the week of the full
moon an important religious time. During the three
days when the moon is brightest, hruffs from nearby
villages join to form hunting packs known as ah'flir.
These ah'flir packs have the specific purpose of
hunting down and killing as many werewolves and
other lycanthropes as possible.
Personality: All lupins consider trust and loyalty
the hallmarks of responsible social behavior. They
generally work for the well-being of their community,
whether a tribe, a multiracial druidic circle, or an
adventuring group. A lupin always knows his duty, and
he rarely relinquishes it without good cause. Dedicated
and patient, lupins excel at tasks that might require
long periods of waiting, and as such make exceptional
trackers, vintners, and hunters.
Lupins enjoy social interactions, and despise being
alone. They make friends easily, and they enjoy crowds
(although not necessarily as the center of attention).
Perhaps because they give their friendship and loyalty
so easily, lupins hold strong grudges against those
who betray their trust. Many former business partners
or adventuring companions have died at the hands of
lupins who felt taken advantage of or deceived.
Physical Description: Built like humans with the
heads of dogs, many creatures mistake lupins for gnolls
or werewolves from a distance. A short coat of fur
covers a lupin from head to toe, while longer, silkier
hair (much like a human's) grows from the top of their
heads. A lupin's body fur tends to be monochromatic,
ranging from a light gray through all the shades of
brown to black, with occasional lupins sporting coats of
brick red or golden yellow. Extraordinarily rare white-coated
lupins do exist, but few nonlupins ever see them.
Some lupins have a lighter shade of their body fur on
their muzzle, ears, and around their eyes, while their
head hair tends toward slightly darker shades. White
muzzle fur and head hair mark lupin elders.
Thick, leathery skin covers the palms of lupin hands and
the soles of their feet, and they usually keep their clawlike
fingernails and toenails cut short. Lupins have short,
nonprehensile tails that they sometimes have difficulty
controlling (especially when anxious or excited).
Relations: As social and gregarious creatures, lupins
get along well with virtually all races. Only gnolls,
goblinoids, and werewolves need fear
inhospitable treatment from them.
Lupins consider dwarves and half-orcs smelly and less
desirable as companions or guests than elves, half-elves,
or halflings. The musky scents of gnomes and humans
also often agitate lupins' sensitive noses, but not to the
extent that they avoid those races. Regardless, the metal
goods that dwarves and gnomes often bring to lupin
lands buy such guests lavish accommodations and
sincere (if sometimes forced) invitations to return. For
their part, dwarves enjoy the steadiness and patience
of lupins, while elves favor their gregarious natures
and love of wild places. Lupins don't care for cities and
prefer settlements no larger than a small town.
Alignment: Their strong beliefs in community,
loyalty, and trust mark lupins as highly lawful creatures.
Generosity and pity for the poor define the race, but
lupins also tend to hold grudges and refuse aid to those
who have wronged them in the past. Thus, many lupins
are either lawful good or lawful neutral. Only rare
exceptions become chaotic or evil.
Lupin Lands: Lupins tend to live within thick
forests near open grasslands. Some ride fast horses or
dire wolves across the steppes to bring down deer,
antelope, and elk while others stay nearer their
longhouses to fish or pick berries and nuts.
Lupins warily watch anyone who enters
the lands they consider theirs but usually
allow other races to move through their
territory unmolested. They actively
make war against goblinoids and
gnolls who venture too close to the
vast swaths of territory they travel.
Religion: Like many other
races, lupins have a pantheon of
godlike beings to whom they pay
homage. They call their deities Saints,
which consist of lupins who achieved
immortal greatness. Saint Renard,
the chief lupin deity, represents
what Pelor does to humans. Lupins
respect their deities and treat them as
firsts among equals, but they neither
fear nor worship those in their
pantheon. They find temples and
organized worship fascinating, if
a little silly, and rarely give more
thought to their deities
than a simple thanks
when they bed down
for the night.
Language: Lupins
speak thickly accented
Common among
nonlupin visitors. When
among their own kind,
they speak Lupin, a visual
as well as verbal language consisting of words as well
as growls, barks, and subtle shifts of the body. The
Lupin language has no "s," as lupins' long muzzles
make it difficult for them to create the sound. Many of
their words have only one or two syllables and begin
with hard consonants. The language also tends to use
the short "o" and short "u" sounds and ends many of
its words with a hard "f."
Names: Lupins usually present their young with two
given names combined with a hyphen when written:
one name from the father (usually one of his parents'
names) and one name from the mother (usually
one of her parents' names). Thus, a male pup whose
grandfathers are Lab-Crott and Hector-Roff might
get the names Hector-Lab or Roff-Crott. The parents
usually choose which name comes first based purely
on how the two names sound together. Female names
make more use of "a" sounds and often end with a
vowel or a trailing "n" sound.
Male Names: Crott, Hector, Lab, Mattaff, Renard,
Roff, Turff.
Female Names: Arann, Carra, Fikenn, Likka, Jakka,
Rottie, Warra.
Adventurers: Lupins adventure for many of the
same reasons as rangers or druids of any race. They
excel as hunters and trackers, and tend to leave their
tribes as outcasts or as youths caught in wanderlust.
Lupins put aside their fears and desire to stay with
their tribe in order to hunt werewolves. In a land or
world infested with lycanthropes, lupins stand on the
front lines and often wage personal wars against these
hated shapeshifters.
LUPIN RACIAL TRAITS
-
Monstrous Humanoid: As monstrous
humanoids, lupins are immune to spells that
only affect humanoids, such as charm person and
hold person.
-
Medium: As Medium creatures, lupins have no
special bonuses or penalties due to size.
-
Lupin base land speed is 30 feet.
-
Darkvision: Lupins can see in the dark up to 60
feet. Darkvision is black and white only, but it
is otherwise like normal sight, and lupins can
function just fine with no light at all.
-
Acute Sense of Smell: In many ways, a lupin's
acute sense of smell works like the scent ability
but without the automatic nature of scent. A
lupin's nose allows it to locate and identify
certain races and creatures by their smell, and to
aid it in tracking.
A lupin automatically gets to attempt a DC 10
Wisdom check to detect a lycanthrope within 30
feet, regardless of what form the creature takes. If
the lycanthrope is upwind, the range at which a
lupin can detect it doubles. If it is downwind, the
range is halved.
A lupin has a better ability to detect and
distinguish the scents of creatures than a human.
This gives the lupin a +5 racial bonus on Spot checks
made to oppose a known individual's Disguise check
if the individual comes within 5 feet.
A lupin within 5 feet of an invisible or hidden
creature is entitled to a DC 10 Wisdom check as a
free action to pinpoint that creature.
A lupin gains a +2 racial bonus on all Survival
checks made to follow tracks. Lupins can't track by
smell alone, but the olfactory clues they find aid
their tracking techniques.
-
Lupins take a -2 penalty on all saving throws
against attacks based on odor (such as a stinking
cloud spell or a ghast's stench).
-
Expert Rider: Lupins always consider Ride a class
skill, and they gain a +2 bonus on all Ride checks.
Lupins rely on strong mounts while making their
yearly nomadic movements, and even settled lupins
purchase a horse as soon as they can.
-
+1 bonus on attack rolls and damage rolls against
werewolves. As soon as they are weaned, lupins begin
learning techniques to fight their ancient foes.
-
+2 bonus on Listen checks: Lupins have a keen
sense of hearing.
-
Automatic Languages: Common and Lupin. Bonus
languages: Elven, Gnoll, Gnome, Goblin, Halfling,
and Sylvan. Lupins tend to learn the languages of
both their enemies and their friends.
-
Favored Class: Ranger. A multiclass lupin's ranger
class does not count when determining whether he
takes an experience point penalty for multiclassing.
The lupins' keen senses make them natural
trackers. Lupin rangers may choose humanoid
(shapechanger) as a favored enemy.
TIBBITS
Tibbits (also known as catweres) are small, humanoid
creatures that have the ability to turn into a common
house cat. They arose from felines kept as familiars in
ages past. The powerful magic that allows a familiar
to gain intelligence and magic abilities slowly filtered
from one generation of cats to the next. Whether
tibbits evolved from a natural process, divine
intervention, or a sudden surge in the magic running
through their ancestry, none can say. Tibbits have
never existed in large numbers, and their tendency to
spread across the world leaves them with a fractured,
incomplete racial history.
Much like their feline ancestors tibbits exhibit
independence, curiosity, and quickness of mind and
body. They rarely form communities larger than two or
three families, and even these small colonies rarely hold
together for more than a few years. Shortly after reaching
adulthood, a tibbit develops an intense desire to wander
the world and satisfy her racial curiosity. Tibbits can be
found wherever humans and other civilized humanoid
races have established cities, towns, and colonies.
Among humans and other humanoids tibbits usually
remain in their cat form. The stray cat that prowls a
neighborhood, the mangy cat adopted as a temple's
unofficial pet, and the lazy feline always close at hand
at the local tavern might be tibbits. Driven by curiosity,
tibbits love to remain in their animal form while
observing humans.
Cynical observers contend that a tibbit seeks to spy
on others. Tibbits hold that they merely like to keep
an ear and eye out for any interesting bits of news.
Tibbits are typically too chaotic, carefree, and impulsive
to work as spies or hired killers. Upon overhearing a
group of adventurers talking over a treasure map in
hushed tones, a tibbit might be just as likely to shift
into humanoid form on the spot and offer to join the
adventure as she is to lose interest and chase down a
juicy mouse she spotted across the tavern.
Personality: Tibbits, as befits their heritage, are
moody, curious, and sometimes arrogant. Many tibbits
prefer the comforts of a fine meal (whether a succulent
rodent or a five-course feast in the lap of luxury), stiff
drink, and a soft couch. Even the most decadent tibbit,
however, eventually succumbs to the steady pull of
its curiosity. A tibbit might spend years living off the
treasures it won in adventure, only to suddenly strike
out into the unknown once again.
When dealing with others, tibbits show a similar
capability to change their attitudes and posture
depending on their moods. A tibbit might act relaxed
and languid one moment, alert and inquisitive the next.
They tend to have a slightly distant, arrogant attitude
toward others, as if as a race they share a colossal, secret
joke over other intelligent creatures. Still, once a tibbit
marks someone as a friend few other creatures match
their devotion. A tibbit might complain about a friend's
needs or tend toward laziness, but when trouble arises
she is a dauntless ally.
Physical Description: In humanoid form, tibbits are
small, stealthy, dark-skinned people with pointed ears
and catlike eyes. Their hair tends to grow thick and long
and males tend to grow sideburns. Their skin tones
range from a tawny brown to black, but occasionally
a tibbit has pure white skin. Their hair color matches
the wide range of colors found in house cats, from pure
white to striped silver to deep black.
In their cat form, tibbits look like fat but energetic house
cats. They appear identical to - and indistinguishable
from - any common, domesticated breed.
Relations: Tibbits tend to regard other folk with a
detached sense of bemusement. Much of their lore and
common wisdom regarding men, dwarves, and elves
filters through their guise as house cats. Thus, tibbits see
how other races act when they think no one else is around.
To a tibbit, every intelligent creature is a bundle of secrets
just waiting to unfurl before them.
In general, tibbits find humanity's ambition,
drive, and fiery passion intriguing. They
consider dwarves overly dour. Elves
strike them as kindred spirits,
as tibbits appreciate that the long-lived
races share a similar tendency to see issues from
different perspectives. They adore gnomes
and halflings and many good-aligned
tibbits adopt such folk. More than one
kobold or goblin party has descended
upon a sleepy gnome village or halfling
caravan only to find an enraged tibbit
wizard waiting for them. Gnome and
halfling folk who have benefited from such
welcome surprises have strong traditions
of taking care of stray cats and treating their
feline pets as treasured companions.
Alignment: Tibbits have a strong tendency
toward chaos and an equally strong lethargy
toward moral issues, making the majority of them
chaotic neutral. Carefree, decadent, and given to
long periods of wallowing in luxury, tibbits can be
maddeningly self-centered. Some tibbits tend toward
proactive freedom-seeking, marking chaotic good as
their second most common alignment. Such tibbits
share many of their neutral brethren's tendencies,
but a righteous struggle or a chance to spring a trap
on evildoers rouses them to action.
Evil tibbits, particularly chaotic evil ones, are rare
but dangerous. They use their shapeshifting ability to
spy on humanoids for information useful for extortion
schemes. Many of them work as spies and assassins, as
their innocent, feline form makes it easy for them to
slip into even heavily guarded areas. After all, even the
most alert guard pays little mind to a cat. Some evil
tibbits become powerful crime lords, observing their
underlings and competitors in cat form and ruthlessly
culling those who plot against them.
Tibbit Lands: Tibbits have no lands of their
own. Instead, they dwell within civilized territories
established by other folk. Any civilization that keeps
domesticated cats likely houses colonies of tibbits
within its cities.
Few tibbits make their identity openly known once
they settle in an area. A tibbit is much more likely
to remain in cat form as she travels through a city,
although she usually keeps a well-hidden, luxurious
apartment hidden in an out-of-the-way corner of town.
Many tibbits become petty thieves, raiding pantries for
fine foods, liquor, and other creature comforts.
Tibbits who travel the land might keep their
humanoid guise to make dealings with other creatures
easier. Even these tibbits prefer to pass themselves off
as travelers from other planes, and they rarely publicize
their ability to change shape.
Religion: Tibbits pay homage to the Cat Lord, a powerful
creature who watches over all felines. They generally
lack an organized religion, instead preferring to view
the Cat Lord as a big brother figure and protector. Some
clerics believe that tibbits are simply too arrogant and
independent to shackle themselves to a deity, and few
tibbits argue against this assessment.
The Cat Lord's domains are Chaos, Travel, and
Trickery. Her favored weapon is the dagger.
Language: Tibbits speak Common or whatever other
language dominates the area they settle in. The Feline
language, a strange combination of purrs, hisses, and
empathic transfers, allows tibbits to communicate with
cats of all forms. Tibbits are born with the knowledge of
this language.
Names: Tibbits tend to adopt names based on their
physical traits and deeds. A tibbit kitten is given a nickname
by her parents, one that reflects her temperament and
appearance. When a tibbit comes of age she adopts a
name of her choice. Tibbits tend to pick names from
other folk, usually based solely on the sound.
Strangers and business partners use the name a tibbit
picks for herself, while the tibbit's close friends and
family use the original nickname chosen by her parents.
A tibbit allows only her closest friends to learn and use
her nickname. A nontibbit given such a privilege has
received one of the highest honors a tibbit can grant to
an outsider.
As a tibbit travels the world, she adopts a surname that
reflects her experiences and important deeds. A tibbit
usually changes her surname after such an event, but
her true name uses all of her adopted surnames from
childhood onward, and not just her latest one. When two
tibbits meet, they share these long-form names to express
their pasts with one another.
In general, tibbit names work for either sex. Whether
male or female, a tibbit who has a short tail in cat form
likely ends up with the nickname "Spiketail."
Parent-Bestowed Names: Blackpaw, Glittereye, Longear,
Patchfur, Quickfang, Tumblepaw.
Adventurers: The life of an adventurer comes naturally
to a tibbit, as her curiosity pushes her ever onward. While
many tibbits satisfy this drive with travel to civilized areas
and exploration of a city's corners, some tibbits want more
out of life. "Adventurer" is seen as a respected occupation
among tibbits, and they have a natural fascination for
adventurers of other races. In some cases, a tibbit in cat
form takes to following an adventuring band, concealing
its true nature until an opportune moment. A tibbit fighter
might spring from cat to humanoid form in time to drive
off a group of orcs that threatens the party's camp. In this
manner, tibbits prove their valor and demonstrate their
unmatched stealth in hopes of winning a place with their
unwitting comrades.
TIBBIT RACIAL TRAITS
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+2 Dexterity, -2 Strength: Tibbits are small and
relatively weak, but they have a cat's quick reflexes
and fluid agility.
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Monstrous Humanoid (shapechanger): As monstrous
humanoids, tibbits are immune to spells that affect
only humanoids. (Tibbits, of course, would be horrified
to learn that they are classified as "monstrous.") They
also have the shapechanger subtype.
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Small: As a Small creature, a tibbit gains a +1 size
bonus to Armor Class, a +1 size bonus on attack rolls,
and a +4 size bonus on Hide checks, but she uses
smaller weapons than humans use, and her lifting
and carrying limits are three-quarters of those of a
Medium creature.
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Tibbit base land speed is 20 feet.
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Darkvision: Tibbits can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and tibbits can function just fine
with no light at all.
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Feline Transformation: At will, as a standard action,
a tibbit can transform into a house cat. This effect is
similar to the spell polymorph but with a number of
key changes.
In cat form, the tibbit becomes size Tiny. Her size
bonus to Armor Class and on attack rolls increases
to +2, and her size bonus on Hide checks becomes
+8. She gains a +10 bonus to her land speed. A tibbit
suffers a -8 penalty to Strength (minimum 3) but
gains a +2 bonus to Dexterity.
A tibbit gains natural claw and bite attacks in her
feline form. A tibbit's claws deal 1d2 points of damage
and her bite deals 1d3 points of damage. With a full
attack, she can attack twice with her claws at her full
attack bonus and once with her bite with a -5 penalty.
A tibbit does not gain additional attacks due to a high
base attack bonus when in cat form.
A tibbit can transform from a cat back to her
humanoid form as a full-round action. She must wait
1 hour to turn back into a cat after reverting to her
humanoid form.
A tibbit's equipment usually transforms to
become part of her cat body. She loses the benefits
of any weapons, shields, armor, or robes she wears
or carries. Items that require a physical apparatus
to function, such as a ring or a pair of boots, shift
to adopt a form suitable to a cat, such as a collar or
anklet and continue to provide their benefits. A
tibbit's cat form is unable to speak or use her paws
to manipulate fine objects. She cannot cast spells
with a verbal or somatic component, use scrolls, or
otherwise activate magic items.
While in cat form, a tibbit gains the scent ability.
A tibbit slain in cat form reverts to her humanoid
form after 1 round.
Any spell that reveals the true nature of a creature
under the effects of polymorph shows the truth behind
a tibbit's cat guise. Spells that reveal magical auras
but do not penetrate a polymorph spell reveal nothing
special about a tibbit in cat form.
Aside from the changes noted here, a tibbit's
abilities and game statistics otherwise remain the
same. Note that anyone spotting a tibbit in cat form
has a difficult time recognizing the feline as a tibbit.
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+2 racial bonus on all Spot checks. Tibbits have
keen eyes.
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+2 racial bonus on all Jump and Escape Artist checks.
Like their feline cousins, tibbits are quick, nimble,
and lithe.
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Automatic Languages: Common and Feline. The
Feline language is spoken by all tibbits and cats with
an Intelligence of 3 or higher, allowing a tibbit to
use the Diplomacy skill against such felines. This
language is part of the felines' racial heritage. Other
races cannot master it, nor can they use spells such as
tongues to communicate with cats. Bonus Languages:
Any. Tibbits travel far and wide and their curiosity
pushes them to learn a number of languages.
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Favored Class: Rogue. A multiclass tibbit's rogue class
does not count when determining whether she takes
an experience point penalty for multiclassing. Tibbits
excel at keeping a low profile and finding secrets, two
tasks for which the rogue is ideally suited.
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