AXANI
Axani typically have overly neat, orderly appearances. They
favor simple but elegant clothing and hairstyles. They are
often quite attractive, with well-formed, symmetrical
features. Some axani have a metallic tint to their skin or
hair, but this is rare. Like elves, Axani have no facial or
body hair. As their lineage indicates, most are lawful
neutral, with lawful good and lawful evil as roughly equal
minorities. Neutral axani are extremely rare, and chaotic
axani are almost unheard of. Axani are drawn to the ordered,
principled life of the monk, but any profession with a
structured environment, such as soldiering, suits them.
AXANI RACIAL TRAITS
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+2 Intelligence, +2 Wisdom: Axani are logical and calculating, but
tend to be cold and emotionless.
-
Outsider: Axani are native outsiders.
-
Medium-size.
-
Axani base speed is 30 feet.
-
Darkvision up to 60 feet.
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Cold and sonic resistance 5.
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Calm Emotions (Sp): Axani can cast the calm emotions spell
once per day as a cleric of their character level.
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+2 racial bonus to Diplomacy and Spot checks: Axani are
good at arguing their points logically, and they are
perceptive to disturbances in their environment.
-
Automatic Languages: Common. Bonus Languages: Any (except
secret languages, like Druidic).
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Favored Class: Monk.
-
Level Adjustment: +1. Axani are slightly more powerful and
gain levels more slowly than most other common races.
CANSIN
Children of randomness and entropy, cansin are most often
descended from the inhabitants of Limbo, the plane of chaos.
Cansin generally appear disheveled and disorganized. Their
clothing is mismatched, their hair is mussed, and their caps
perch at odd angles. Cansin typically have at least one, but
possibly several, minor physical traits that reflect their
origins. Some have eyes that randomly change color (not
necessarily in sync), others have slightly irregular
features, and still others carry around an aura of randomnes
that causes strange things to happen in the cansin's
presence. This aura does not affect dice rolls in any way, of
course, but it can affect insignificant events such as chance
meetings, minor accidents, and strange but harmless
occurances. Naturally, most cansin are chaotic, but their very
unpredictability makes neutral and even lawful cansin more
common than good tieflings, evil aasimar, or chaotic axani.
CANSIN RACIAL TRAITS
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+2 Intelligence, +2 Charisma: Cansin are flamboyant and vivacious, capable
of stunning leaps of deductive reasoning, and others often find
their impulsiveness intriguing.
-
Outsider: Cansin are native outsiders.
-
Medium-size.
-
Cansin base speed is 30 feet.
-
Darkvision up to 60 feet.
-
Acid and fire resistance 5.
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Entropic Shield (Sp): Cansin can cast entropic shield once
per day as a cleric of their character level.
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+2 racial bonus to Bluff and Search checks: Cansin are good
at coming up with involved fabrications on the spot, and they
often find what they are looking for by chance.
-
Automatic Languages: Common. Bonus Languages: Any (except secret
languages, like Druidic).
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Favored Class: Sorcerer.
-
Level Adjustment: +1. Cansin are slightly more powerful and
gain levels more slowly than most other common races.
DUST PARA-GENASI
Dust para-genasi tend to be morbid and sarcastic. They are most
often neutral, but many of them have a slightly chaotic bent.
They are pale and gaunt, with hollow cheeks and dark circles
under their eyes. They usually have at least one or two traits
that hint at their ancestry, such as perpetually dry skin or
a cloud of dust that clings to them wherever they go. They
almost always dress in black, and more often than not they wear
funeral garb, even when such garb would be highly inappropriate.
DUST PARA-GENASI RACIAL TRAITS
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+4 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma:
Dust para-genasi are surprisingly nimble and sharp, but they are often sickly, and
their morbid fascination with death and decay is off-putting.
-
Outsider: Dust para-genasi are native outsiders.
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Medium-size.
-
Dust para-genasi base speed is 30 feet.
-
Darkvision up to 60 ft.
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+1 racial bonus on saving throws against dust spells and
effects (such as dust of dryness or a dust mephit's breath
weapon). This bonus increases by +1 for every five character
levels the para-genasi attains.
-
Dust Cloud (Su): Once per day, a dust para-genasi can create
a 20-foot radius cloud of dust, centered on himself. This cloud
grants concealment (20% miss chance) to any
creature more than 5 feet away from another within the cloud,
and all creatures except the dust para-genasi must make a
Fortitude save (DC 10 + 1/2 level + Charisma modifier) or begin
coughing uncontrollably. This coughing imposes a -2 penalty to
attacks and skill checks, and it lasts until the victim leaves
the cloud. The dust cloud lasts for 5 minutes.
-
Breathless (Ex): Dust para-genasi do not breathe, so they are
immune to drowning, suffocation, and attacks that require
inhalation (such as some types of poison).
-
Clerical Focus: A dust para-genasi cleric must choose a deity
who grants access to either the Air or Earth domains and must
choose either Air or Earth as one of his two domains.
-
Automatic Languages: Common. Bonus Languages: Any (excluding
secret languages, like Druidic).
-
Favored Class: Rogue.
-
Level Adjustment: +1. Dust para-genasi are slightly more
powerful and gain levels more slowly than most other common races.
ICE PARA-GENASI
Ice para-genasi are cold, emotionless beings. Like most genasi,
they tend toward neutrality. They appear human, but their
features are often sharper and more chiseled than normal, and
their skin is paler than the norm for their race. In addition,
they have one or two minor supernatural traits that hint at
their heritage, such as breath that frosts in even the hottest
weather or frost-caked hair. They prefer loose, light clothing
in whites and pale blues, even in cool climates.
ICE PARA-GENASI RACIAL TRAITS
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+4 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma:
Ice para-genasi are hearty and observant, but they are sluggish and often seem uncarring.
-
Outsider: Ice para-genasi are native outsiders.
-
Medium-size.
-
Ice para-genasi base speed is 30 feet.
-
Darkvision up to 60 ft.
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+1 racial bonus on saving throws against cold effects. This
bonus increases by +1 for every five character levels the
para-genasi attains.
-
Chill Metal (Sp): Ice genasi can use chill metal once per
day as a druid of their character level.
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Clerical Focus: An ice para-genasi cleric must choose a deity
who grants the Air, Cold, or Water domain and must select either Air, Cold,
or Water as one of her two domains.
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Automatic Languages: Common. Bonus Languages: Any (except
secret languages, like Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +1. Ice para-genasi are slightly more
powerful and gain levels more slowly than most other common races.
MAGMA PARA-GENASI
Ponderous but powerful, magma para-genasi combine many of the
traits of their earthen and fiery ancestors. Like all
para-genasi, they tend toward neutrality. They are usually
short and stocky, sometimes to the point of resembling tall
dwarves. They usually have dark skin, and they typically
possess waits that mark them as unusual. They might have a
reddish glow to their skin or eyes, feel unusually hot to the
touch, or have hair that ripples like fire. They tend toward
simple, utilitarian clothes, which often seem disturbingly
close to smoldering.
MAGMA PARA-GENASI RACIAL TRAITS
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+2 Constitution, +2 Strength, -2 Intelligence, -2 Wisdom:
Magma para-genasi are strong and tough, but they think slowly and uncertainly.
-
Outsider: Magma para-genasi are native outsiders.
-
Medium-size.
-
Magma para-genasi base speed is 30 feet.
-
Darkvision up to 60 ft.
-
+1 racial bonus to saving throws against fire spells and
effects. This bonus increases by +1 for every five character
levels the para-genasi attains.
-
Heat Metal (Sp): Once per day, magma para-genasi can cast
heat metal as a sorcerer of their character level.
-
Cleric Focus: A magma para-genasi cleric must choose a deity
who grants access to the Earth or Fire domains and must choose
Earth or Fire as one of his domains.
-
Automatic Languages: Common. Bonus Languages: Any (except secret
languages, like Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +1. Magma para-genasi are slightly more
powerful and gain levels more slowly than most other common races.
OOZE PARA-GENASI
Ooze para-genasi are repulsive and slimy (both physically and
in personality). They are most often neutral, but they have a
slight tendency toward evil. They are usually heavyset, with
flabby bodies and sallow skin. Most exhibit a small number of
traits that hint at their ancestry, such as greasy skin or
unusually flexible limbs. They wear dark earth tones, and their
clothing is often soiled and foul smelling. They are, on a
whole, utterly revolting.
OOZE PARA-GENASI RACIAL TRAITS
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+4 Constitution, -2 Charisma:
Ooze para-genasi are hardy and resilient,
but many other races find them repulsive.
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Outsider: Ooze para-genasi are native outsiders.
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Medium-size.
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Ooze para-genasi base speed is 30 feet.
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Darkvision up to 60 feet.
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+1 racial bonus on saving throws against acid spells and
effects. This bonus increases by +1 for every five character
levels the genasi attains.
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Grease (Sp): Ooze para-genasi can use grease once per day
as a sorcerer of their character level.
-
Clerical Focus: A ooze para-genasi cleric must choose a deity
who grants access to the Earth, Slime, or Water domains and must choose
Earth, Slime, or Water as one of his domains.
-
Automatic Languages: Common. Bonus Languages: Any (except
secret languages, like Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +1. Ooze para-genasi are slightly more
powerful and gain levels more slowly than most other common races.
SMOKE PARA-GENASI
Smoke para-genasi seem crude and lazy. They tend toward
neutrality, like all genasi and most elementals. Smoke
para-genasi are tall and lanky, reflecting their heritage
of air and fire. They tend to have dark skin and hair, and
like other genasi have one or two unusual traits, such as
hair that billows like clouds of smoke or the faint whiff
of something burning clinging to them. They prefer loose
clothing in dark colors and heavy fabrics.
SMOKE PARA-GENASI RACIAL TRAITS
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+2 Dexterity, +2 Intelligence, -2 Charisma:
Smoke para-genasi are naturally quick and intelligent but are often unpleasant.
-
Outsider: Smoke para-genasi are native outsiders.
-
Medium-size.
-
Smoke para-genasi base speed is 30 feet.
-
Darkvision up to 60 ft.
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+1 racial bonus on saving throws against smoke and cloud-type
effects (such as stinking cloud and cloudkill). This bonus
increases by +1 for every five character levels the para-genasi
attains.
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Smoke Cloud (Su): Smoke para-genasi can create a smoke
cloud once per day. This ability functions exactly like the
effect of the pyrotechnics spell of the same name, except
that the smoke para-genasi does not require an open flame to
use it. The para-genasi uses this ability as a sorcerer of
his character level.
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Clerical Focus: A smoke para-genasi cleric must choose a
deity who grants access to the Air or Fire domains and must
choose Air or Fire as one of his two domains.
-
Automatic Languages: Common. Bonus Languages: Any (except
secret languages, like Druidic).
-
Favored Class: Wizard.
-
Level Adjustment: +1. Smoke para-genasi are slightly more
powerful and gain levels more slowly than most other common races.
STEAM PARA-GENASI
Bossy and egotistical, steam para-genasi often see
themselves as inherently superior to other creatures,
including other para-genasi. They tend toward neutrality,
like their elemental forefathers. Steam para-genasi are
usually tall and slim, and often weigh less than their
appearance suggests. Like other para-genasi, they have
one or two unusual traits, such as wisps of mist
constantly clinging to them or a grey tone to their skin
or hair. Their clothing is usually loose, flowing, and
gauzy.
STEAM PARA-GENASI RACIAL TRAITS
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+2 Dexterity, -2 Charisma:
Steam para-genasi are nimble and quick,
but they tend to be bossy and have oversized egos.
-
Outsider: Steam para-genasi are native outsiders.
-
Medium-size.
-
Steam para-genasi base speed is 30 feet.
-
Darkvision up to 60 ft.
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+1 racial bonus on saving throws against heat-based (but
not fire-based) spells and effects, such as heat metal or
a magmin's fiery aura. This bonus increases by +1 for every
five character levels the para-genasi attains.
-
Obscuring Mist (Sp): Once per day, a steam para-genasi can
cast obscuring mist as a druid of her character level.
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Keen Eyed (Ex): Steam para-genasi can see through smoke,
fog, and other atmospheric effects unusually well. Reduce
the miss chance caused by concealment by 10% when the target's
concealment results from such atmospheric disturbances.
-
Clerical Focus: Steam para-genasi clerics must choose a
deity who grants access to the Fire or Water domains and
must choose Fire or Water as one of her two domains.
-
Automatic Languages: Common. Bonus Languages: Any (except
secret languages, like Druidic).
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Favored Class: Rogue.
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Level Adjustment: +1. Steam para-genasi are slightly more
powerful and gain levels more slowly than most other common races.
MORTIF
The deathtouched trace their ancestry to a half-undead
being - usually a katane or the victim of a bungled
resurrection. Although rarely recognized as such, the
taint of unlife lingers through generations, and a
deathtouched can manifest abilities derived from its
unliving ancestor.
Deathtouched tend to be pale and thin, with black, dirty brown, or gray hair. Many have
some small physical feature that belies their heritage,
such as sharpened canines, a ghoul-like tongue, a faint
smell of the grave, eyes that glow red, yellow, or
green in low light, or tight, corpselike skin. They
wear the clothing and hairstyles of the region they
live in but favor fashions that conceal their nature
and discourage notice. Deathtouched can be reclusive
and are prone to fits of depression that last days or
even weeks at a time. They become fond of anyone who
can understand or tolerate their affliction.
Most races do not trust creatures that are undead, in whole or in
part, and a deathtouched whose ancestry has been exposed
is likely to be driven off or killed. Some elves
consider them abominations that must be hunted to
extinction. This causes most deathtouched to be fearful
of others. Neither can deathtouched expect acceptance
from their undead kin, who see them as no different from
other mortals. Certain cults of death gods treat
deathtouched with respect, though, and necromancers
might welcome them in exchange for skin, hair, and blood
samples, which are invaluable to their experiments.
Deathtouched feel a kinship with tieflings but do not
get along well with aasimar.
Like the planetouched, the deathtouched have no society or culture of their own
and instead blend into existing ones. Mortif, the
deathtouched described here, are the most common
variety: humans with an undead or half-undead forebear.
Other races might also have deathtouched members.
Mortif adventure out of greed, a need for meaning, or a
desire for self-validation. Some go out of their way to
hunt down their undead progenitor, or all undead, to
exact revenge for their torment-filled lives. Others seek
to gain mastery over their nature or to gain acceptance
by their fellow citizens. Mortif are usually neutral,
though there are many chaotic and lawful individuals in
their number. Their isolation from society discourages
loyalty to any but themselves.
Mortif fight out of self-preservation or greed. They do
battle when and if it benefits them and usually protect
their own hides before their honor or reputation.
MORTIF RACIAL TRAITS
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-2 Constitution, +2 Wisdom, +4 Charisma.
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Medium size.
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A deathtouched's base land speed is 30 feet.
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Darkvision: Mortif can see in the dark up to 60 feet.
-
Racial Skills: Deathtouched have a +2 racial bonus on
Intimidate and Move Silently checks.
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Chill Touch (Sp): A mortif can use chill touch once per
day as a 1st-level caster or as a caster of his character
level, whichever is higher. Using this ability relieves
some of the psychic pressure of the mortif's heritage
and is a pleasurable experience.
-
Cold and electricity resistance 5.
-
Automatic Language: Common. Bonus Languages: Any except
for secret languages.
-
Favored Class: Sorcerer.
-
Level Adjustment: +1.
GHOST ELVES
In the depths of the primordial forests, spectral citadels
are home to elves unlike any others. Dubbed "ghost elves"
for their eerie appearance, this rarely encountered
subrace has given rise to a thousand tales of forest
demons and lost civilizations. The legacy of the ghost
elves is a tale of conflict, betrayal, and vengeance.
After a struggle for survival that stretches back to the
fall of the drow, the ghost elves now flourish in cities
built on the Ethereal Plane. Suspicious and reclusive,
they welcome few strangers into their halls.
Ghost elves dwelt on the fringes of elven society. They
made their homes amid the ancient roots of the forests,
rarely making contact with other races. Over time the
ghost elves grew more and more isolated, eventually
becoming little more than a legend.
Thousands of years ago, during the elven civil war that
led to the fall of the drow, the ghost elves maintained
their isolation and remained neutral in the great
racial struggle. After the defeated drow retreated into
the Underdark, they schemed against their distant
cousins and soon launched an assault on the ghost
elves. The very shelter that had kept the ghost elves
safe became fiercely contested battlegrounds. The
peaceful ghost elves were no match for the seasoned
dark elven troops and were easy fodder for the
sacrificial altars of Lolth. They were virtually wiped
out in the blink of an eye. The other surface elves were
either unwilling or unable to aid their beleaguered kin,
something the ghost elves have never forgotten or
forgiven.
Help eventually arrived - from an unexpected source. As
the defenses of the last settlement were collapsing, an
alien entity calling itself Thule appeared and offered
to save the ghost elves in return for their service.
Appalled at the slaughter of their people, the ghost
elven leaders agreed without a second thought, signing
the contract that Thule proffered.
They were foully tricked. Thule revealed himself as
the Archduke Thulikazt, a pit fiend of almost godlike
power, and took the ghost elves to his home in the Nine
Hells of Baator. There he enslaved them, slowly
destroying their spirits and their strong connection to
the land. The ghost elves called upon their deities to
save them, but to no avail - Thulikazt's bargain was
binding. For hundreds of years, they toiled for the
archfiend, and thousands were slaughtered in savage
arena battles and pointless experiments for Thulikazt's
pleasure. Ghost elven historians call this time "the
Tempering."
Countless centuries passed and Thulikazt grew lax,
allowing his slaves (whom he believed completely
broken) to take up arms and join his forces in the
Blood War. The ghost elves learned the arts of war
and conquest from fiendish generals and hellish
sorcerers. They became Thulikazt's elite bodyguard,
drawing admiration and envy from other fiends. This
would prove the archduke's ultimate undoing.
The ghost elves secretly contacted their master's
enemies and offered to serve those lesser fiends in
return for aid in destroying their hated master.
Greedy for the service of Thulikazt's elite troops,
the baatezu lords formed an alliance to lay siege
to his citadel. The ghost elves used the battle as
a distraction, killing Thulikazt and opening a gate
to the Material Plane in the confusion. When the
fortress finally fell, the fiendish generals found
only Thulikazt's mutilated corpse and a note of
thanks. The ghost elves had won their
freedom.
Fearing fiendish retribution, the ghost elves searched
for somewhere to hide. It was then that they noticed a
startling change in themselves: By severing their
connection to the earth, Thulikazt had accidentally
gifted the ghost elves with a strange connection to
the Ethereal Plane, granting the most powerful ghost
elves the ability to slip between the material world
and the Ethereal Plane. Upon coming to grips with their
newfound powers, the ghost elves set about creating a
portal to the Ethereal Plane, and one stone at a time,
they transferred materials to the Ethereal Plane to
build their new homes.
Today ghost elves live on the Ethereal Plane. Their
cities are usually built deep in woodlands and all
are at least partially underground. Due to their long
captivity and the dangers their settlements attract,
their society has a strong martial bent. A thousand
years have not cooled the anger of the devils
humiliated by "elven treachery," and even today
they seek out and destroy ghost elves whenever they
can. For their part, the ghost elves launch
preemptive strikes against their enemies whenever
possible, relying on their hidden cities for defense.
Personality: The ghost elves have been strongly
affected by their history. Before the Tempering,
they were a carefree people with a passion for life.
Much of that has evaporated, replaced by a harsher
outlook. The typical ghost elf now seems a stern
creature with little passion. In truth, ghost elves
are gentle and nurturing at heart, forced to extreme
measures to survive. They are wary; earning their
trust involves many subtle tests and trials. Never
intentionally haughty, a trait they despise in their
cousins, they maintain a distance that makes them
seem cold.
Ghost elves are still passionate about their homes
and people, and they defend these to the last,
exacting terrible vengeance against those who wrong
them. A serious, calculating mindset allows them to
hold their own against their many enemies. Dwarves
compare ghost elves to mithral: beautiful and delicate
in appearance, but stronger than the hardest steel.
Physical Description: Ghost elves have the same range
of height and weight as elves but are slightly frailer,
a consequence of the destruction of their bond with
the land. They reach adulthood at about age thirty
and have a life span roughly a hundred years shorter
than that of other elves, although they do not show
their age until a few years before death.
Gray hair and pale skin are nearly universal, with the
occasional throwback having jet-black hair. The eyes
of ghost elves are their most striking feature; they
are like twin mirrors lacking white, iris, and pupil.
Their skin glows with a pale white light in the
darkness. They are often mistaken for ghosts even by
other elves, hence their name.
Ghost elven attire is usually light and flowing,
colored gray, silver, or white. In battle, they favor
light armor such as leather or mithral shirts. On the
Material Plane they dress like ordinary elves in an
effort to disguise themselves from distant observers.
Relations: Ghost elves deliberately limit their
contact with half-orcs and halflings, whose
intentions they do not trust. Gnomes are a mystery
to the ghost elves - although the two races have a lot
in common, the less-than-serious outlook of the little
folk prompts the elves to keep them at arm's length.
Humans and dwarves intrigue the ghost elves, who
frequently spy on them from the Ethereal Plane and
occasionally contact them in the guise of ordinary
elves.
The few Material elves who know of their ethereal kin
pity their plight, and the ghost elves hate them for
it. They believe themselves betrayed by their cousins
and snub those they happen to meet. Ghost elves treat
half-elves as they do humans, giving them the benefit
of the doubt. Half-ghost elves are so rare as to be
practically unique, so there is no general opinion
on them.
The only mortal race the ghost elves truly despise
are the drow, whom they treat mercilessly. An
individual ghost elf will go to extraordinary lengths
to hurt any dark elf that crosses her path. Many drow
raiding parties have been thwarted by elves who
materialized from thin air - centuries in the service
of fiends has forged the ghost elves into warriors
of deadly cunning and ability.
Alignment: The trials of the ghost elves have shifted
their generally good nature to one of neutrality. A
ghost elf is willing to do whatever is necessary to
survive. The handful of Material Plane dwellers who
have conversed with ghost elves describe them as
almost humorless in comparison to their cousins.
Neutral is the most common alignment among ghost
elves, with a minority tending to neutral good.
Adventuring ghost elves can be of any alignment but
are typically neutral or chaotic good.
Ghost Elven Lands: Ghost elves favor building their
homes adjacent to ancient Material Plane forests, which
often hold a secret portal to the Ethereal Plane. They
treasure privacy above all and hide these entrances
with powerful magic. The greatest challenge facing a
would-be diplomat to the ghost elves is finding any
evidence of their existence at all.
These forests gain reputations as being haunted, and
neighboring peoples sometimes speak of "forest demons."
Sylvan creatures are aware of the ghost elves' presence
but rarely mention them. The elves have an ancient
friendship with the woodland beings and are grateful
for their silence.
Ghost elven cities are wondrous places, lit by silvery
light and laid out without regard to gravity. They are
often covered with imported vegetation that has grown
into bizarre shapes under the unusual influence of the
Ethereal Plane. Visitors must contend with streets that
wind up, down, and from side to side. Domesticated phase
spiders occasionally roam the cities but are more
commonly found in ghost elven patrols. The typical
settlement houses many more inhabitants than a Material
Plane counterpart: Ghost elves band together for
protection and are accustomed to close quarters after
their long captivity. A typical community numbers about
a thousand, and every adult member is able to bear arms
in times of crisis. The elves produce food by
cultivating plants from the Material Plane, and by
foraging and occasionally hunting in material forests
bordering their ethereal cities. Ghost elven kings keep
in contact through messengers and magic, allying to help
one another as the need arises.
Ghost elven cities have well-protected gateways to and
from the Ethereal Plane that allow lower-level ghost
elves access to the Material Plane, as only powerful
ghost elves can cross the boundaries between the planes
on their own. The stern ghost elves do not open such
portals lightly, but they sometimes permit young ghost
elves to sate wanderlust on the Material Plane rather
than allow them to be exposed to the dangers of the
Ethereal that often lurk outside the well-guarded ghost
elven cities.
Ghost elves encountered in human lands are usually
either outcasts or on some special mission. They take
pains to hide their ancestry, using disguises and
claiming to be from some obscure Material Plane tribe.
If their tell-tale eyes are somehow hidden, most folk
cannot tell the difference between normal elves and
disguised ghost elves; even other elves can be fooled.
Religion: The ghost elves abandoned the elven pantheon
during the Tempering. Those deities did nothing to aid
them in their plight and so deserve no worship. During
their time in Baator, many ghost elves turned to the
dwarven god Moradin in his aspect as the Soul Forger,
converted by a small group of dwarven slaves also
imprisoned by Thulikazt. These ghost elves see themselves
as having been forged into a tool for some divine purpose
as yet to be revealed. The elven gods' opinion of the
ghost elves is unknown, and Moradin himself is strangely
silent on the topic. Ghost elves do not build temples;
instead, clerics hold small ceremonies within family
homes. These events are attended by neighbors and help
strengthen the community.
Language: Ghost elves speak an archaic dialect of Elven
that is difficult to understand. The language borrows
heavily from Infernal, particularly for words relating
to battle and magic. Anyone who can speak both Infernal
and Elven can pick up the ghost elven dialect after only
a little practice. The war with the dark elves destroyed
what few written records they had, so the refugees
adopted the Infernal alphabet, which they use to this
day.
Names: Ghost elves follow their own unique naming
traditions, having abandoned their original clan names
as divisive and contrary to the unity of their people.
Every child is given a first name at birth, usually by
his parents, and earns a surname, or "deed name," during
the course of his life. The first name is usually Elven
in origin, but sometimes a name honors a family friend of
another race. The deed name describes some feat, occupation,
or event and may change many times as greater deeds take
precedence over previous ones. Deed names are taken very
seriously, except in the case of children. A ghost elf's
first adult deed name usually relates to his chosen
profession.
For example, a ghost elf is affectionately called
"Mudeater" as a clumsy child for his habit of falling on
his face. He later apprentices to a hunter and is called
"Truespear" for his skill with a thrown spear. Following
a battle where he slew three baatezu warriors, "Truespear"
becomes known as "Grimslayer."
Male First Names: Griminnir, Kidsanat, Mendicalt, Peldraco,
Quilvarin, Rhilianis, Stiragoth, Tolduart, and Xelunixio.
Female First Names: Akasa, Cherigi, Druilia, Ilrith, Kisurinda,
Linseeri, Mistil, Sulista, Theriel, and Tyrisiss.
Deed Names: Barkchewer (child's name), Beast-Tamer,
Boltcatcher, Djinnfriend, Flamesinger, Flyslayer (child's
name), Mistskulker, Steelbiter, Stonecutter, and Tunnelrunner.
Adventurers: Ghost elves rarely leave their ethereal homes
and do not share the wanderlust that distinguishes material
elves. Those who do adventure often have a long-term goal:
to gain power, allies, or magic to aid their people. Such
adventurers may spend centuries abroad. Some never return
home, seduced by the enticements of the Material Plane.
Some adventuring ghost elves are outcasts whose temperament
does not fit the grim ghost elven society. These are
frequently throwbacks to the time before the Tempering
and have more in common with their Material kin than their
own kind.
GHOST ELF RACIAL TRAITS
-
+2 Dexterity, -4 Constitution, +2 Intelligence: The ghost
elves' time away from the Material Plane has weakened them
physically. However, they have learned to adapt rapidly
to any situation.
-
Medium: As Medium creatures, ghost elves have no special
bonuses or penalties due to their size.
-
Ghost elf base land speed is 30 feet.
-
Low-Light Vision: A ghost elf can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. She retains the ability
to distinguish color and detail under these conditions.
-
Immunity to magic sleep effects.
-
Weapon Proficiency: Ghost elves receive the Martial
Weapon Proficiency feats for the short sword and scimitar
as bonus feats, weapons suited to the fighting styles of
fiendish gladiatorial arenas. They do not share their
cousins' proficiency with bows: Such weapons are useless
in the obscuring mists of the Ethereal Plane. Ghost elven
children's games feature practice weapons, ensuring
familiarity with the real thing in adulthood.
-
A ghost elf glows with the brightness of a candle in the
dark (5-foot radius of light). She can suppress this aura
at will as a free action but must make a DC 10 Concentration
check as a free action each round to maintain the suppression.
-
+2 racial bonus on Listen, Search, and Spot checks. A
ghost elf who merely passes within 5 feet of a secret or
concealed door is entitled to a Search check to notice it
as if she were actively looking for it.
-
Ghost elves have Knowledge (the planes) as a racial class
skill.
-
Ethereal Power (Sp): A ghost elf can invoke her
connection to the Ethereal Plane once per day in one of
several ways depending on her level. A ghost elf can choose
to use the ability available to her at her current level or
the ability available at any lower level, but once a ghost
elf uses an ethereal power she cannot use another one until
the following day. Caster level is equal to the ghost elf's
character level.
Level |
Ethereal Power |
1st |
Slip Binding: The ghost elf gains a +10 enhancement bonus
to Escape Artist checks for 1 minute per level. At 5th level,
this bonus increases to +20, and at 9th level, it increases
to +30. |
4th |
See Invisibility: As the see invisibility spell. |
6th |
Blink: As the blink spell. |
14th |
Ethereal Jaunt: As the ethereal jaunt spell. |
18th |
Ethereal Shift: The ghost elf may shift herself and
objects she carries to or from the Ethereal Plane and remain
on the destination plane until this ability is used again or
other magic transports the character to a different plane. |
-
Automatic Languages: Ghost Elven and Infernal. Bonus
languages: Common, Dwarven, Elven, Sylvan, and Terran. Ghost
Elven is a blending of Infernal with an archaic form of Elven.
A creature that knows both languages can understand Ghost
Elven, but a creature that knows only one of the languages
must succeed at a DC 15 Sense Motive check to understand a
creature speaking Ghost Elven. Reading Ghost Elven writing
without knowledge of Ghost Elven or both Infernal and Elven
requires Decipher Script checks.
-
Favored Class: Wizard. Many ghost elves specialize in
conjuration and transmutation, taking advantage of their
control over planar travel and knowledge of extraplanar
entities. They spent years mastering these magical arts in
the pits of Baator as tools for their escape.
-
Level Adjustment: +1. Ghost elves are more powerful and
gain levels more slowly than most other elves.
BOZAK
Possessed of magical talent and strong wills, bozaks are
natural leaders. They are often willing to give their
lives for a cause they deem worthy, but they are
intelligent enough to fight to survive and win. Many
bozaks have strong religious tendencies, even though
they are inherently talented in arcane magic.
Personality: While they are outmatched in most ways by
other draconians (strength, stealth, magical ability,
and so on), bozaks usually develop sharp, tactical minds
and hone skills that allow them to survive. Most bozaks
instinctively look to take charge of a situation and
excel at military command. Bozaks associate all magic
with the gods and quite often have a reverence attached
to both their innate and learned magical talents.
However, if they feel betrayed by divine forces, they
might hold a grudge that lasts a lifetime.
Physical Description: Bozaks are tall - between 6 and
6 1/2 feet - with bronze-hued scales as tiny as fish
scales on the their faces and as large as coins elsewhere
on their bodies. Bozaks sport a pair of curved, ramlike
horns on top of their heads. These horns are merely
ornamental, being set too far back on the draconians'
heads to serve as weapons. They also have small,
dragonlike wings they can use to glide. It is difficult
for a nondraconian to tell the difference between bozak
males and females, except that the females often have
lighter builds.
Most bozaks disdain heavy armor, preferring to retain
higher speed and maneuverability. They typically dress
in functional clothing, although they follow strict
uniform protocols in any military force in which they
serve.
Relations: Like most draconlans, bozaks of the first
generation were raised to hate all of the races of
Ansalon except those creatures that served Takhisis.
After the War of the Lance, many joined (or led) other
bands of rogue draconians and tried to eke out a
living in hiding.
After the conclusion of the Chaos War, some bozaks
swore service to Dragon Overlords, while others chased
rumors to the new draconian nation formed in Teyr. Like
the previous generation, the new bozaks serve well as
officers in the draconian military.
Alignment: Bozaks draconians are usually evil, although
it is not uncommon for them to shift toward neutrality
on the good-evil axis. Disciplined and mindful of rank
and authority, they favor law over chaos.
Bozak Lands: Draconians in the first generation were
hatched and raised in Sanction. Early in the Age of
Mortals, a draconian nation was founded in Teyr,
becoming the one and only draconian homeland.
Religion: Bozaks of the first generation possess a
strong reverence for the Queen of Darkness, knowing
their very existence was due to her planning and
cunning. During the Age of Mortals, many bozaks felt
betrayed by the Dark Queen and now speak her name
only with a curse. Some have chosen to follow other
gods, while a few refuse to acknowledge divine powers.
Language: Draconians have no language of their own,
instead picking up the speech of Nerakan priests.
Because of their life-long military training and
organization, much of their speech incorporates
military slang and jargon. Bozak commanders know
the value of good intelligence, and often learn the
languages of their enemies.
Names: The first-generation draconians bear the
names assigned to them by their creators, which
reflect Nerakan language and culture. Because of
their intense military training and long service,
most bozaks (and other draconians) possess a name,
rank, and assigned regiment. This became a part of
the naming convention of the draconians of Teyr,
who bestow a given name to their children at birth.
Upon joining the military, the bozaks gain "last
names" reflecting their rank and regimental
affiliations. Bozak names do not differentiate
between male and females.
Bozak Names: Bohtox, Drorkar, Fonrar, Gloth,
Harvah'k, Kang, Mentax, Oloth, Sokel, Yethik.
Adventurers: While most bozaks prefer to stay among
their own kind, the sense of purpose that fills them
drives some to strike out on their own - especially if
the fulfillment of such a quest might prove important
to their fellow draconians.
BOZAK RACIAL TRAITS
-
+2 Strength, +2 Intelligence, +2 Charisma. Bozaks
are physically strong, naturally intelligent, and
possess forceful personalities.
-
Medium: As Medium creatures, bozak draconians have
no special bonuses or penalties due to their size.
-
Dragon: Bozaks are creatures of the dragon type.
They are immune to sleep and paralysis effects.
Bozaks have darkvision (60-foot range) and low-light
vision.
-
Bozak base land speed is 30 feet.
-
Racial Hit Dice: A bozak has 4d12 racial Hit Dice.
A bozak character receives maximum hit points for his
first bozak Hit Die, and rolls other Hit Dice - racial
or from a class - normally. As a result of these racial
Hit Dice, bozaks begin with a +4 base attack bonus
and base saving throws of Fort +4, Ref +4, Will +4.
Bozak draconians with class levels add their class
base attack and save bonuses to their racial base
attack and save bonuses.
-
Bozak Skills: A bozak's dragon Hit Dice grant him
skill points equal to 7 × (6 + Int modifier).
Class skills for these skill points are
Bluff, Concentration, Diplomacy, Intimidate, Knowledge
(arcana), Listen, Search, Spellcraft, and Spot. A
bozak character does not get the ×4 multiplier for
skill points acquired from his first class level.
-
Bozak Feats: A bozak's dragon Hit Dice grant him
two feats. A bozak with class levels gains feats
based on his total Hit Dice. Bozaks gain proficiency
with all simple weapons, and with the longsword,
short sword, and longbow. They are also proficient
with light armor and with shields. Bozaks also
gain Run as a bonus feat.
-
Natural Attacks: A bozak may use his claws and
bite as natural weapons. An unarmed bozak can make
2 claw attacks that deal 1d4 damage (plus Strength
bonus) and a secondary bite attack that deals 1d6
damage (plus 1/2 Strength bonus). A bozak wielding
a weapon can attack with it as a primary attack and
make one claw attack and a bite attack as a
secondary attacks.
-
Natural Armor: Bozaks have thick, scaly flesh that
provides them a +8 natural armor bonus to AC.
-
Spells: A bozak gains spellcasting ability as a
4th-level sorcerer. When a bozak advances in levels
as o sorcerer, it adds its sorcerer levels to these
levels to determine its total spellcasting level,
access to spells known, and spell per day.
For example, a 9th-level bozak sorcerer has the
spells per day, spells known, and caster level of
a 13th-level sorcerer.
-
Death Throes (Su): On the round that a bozak dies,
its scaly flesh shrivels and crumbles from its bones
in a cloud of dust. The bones immediately explode,
dealing 1d6 points of damage to all creatures within
a 10-foot radius. Affected creatures can attempt a
Reflex save (DC 10 + 1/2 the bozak's Hit Dice +
the bozak's Constitution modifier) for half damage.
Bozaks can only be restored to life through the use of
a resurrection, true resurrection, miracle, or wish
spell. The save DC is Constitution-based.
-
Disease Immunity (Ex): Bozak draconians are immune
to all diseases, even magical diseases such as
lycanthropy and mummy rot.
-
Glide (Ex): A bozak can use its wings to glide as
an extraordinary ability, negating any damage from
a fall from any height. It can also travel
horizontally up to four times the vertical distance
it descends. A bozak's maneuverability is clumsy
while gliding horizontally.
-
Inspired by Dragons (Ex): Draconians are drawn to
evil dragons and revere them. When under the command
of a dragon, draconians receive a +1 morale bonus on
all attack rolls and saving throws.
-
Low Metabolism (Ex): Bozak draconians can survive
on one-tenth the food and water it takes to sustain
a human.
-
Spell Resistance: Bozaks have spell resistance
equal to 14 + class level.
-
Automatic Language: Common. Bonus Languages: Goblin,
Nerakese, Ogre.
-
Favored Class: Sorcerer. A multiclass bozak's
sorcerer class does not count when determining whether
he takes an experience penalty.
-
Level Adjustment: +3. Bozak draconians have an
effective character level (ECL) of 7 + class level.
Bozaks are more powerful and gain levels more slowly
than most other races of Ansalon.
TORTLES
Tortles are humanoid tortoises. Most are peaceful
beings, content to ignore the world outside their
tribes. Others adapt to the more advanced cultures of
the Savage Coast and live as peasants. Each tortle
stands approximately 6 feet tall and appears humanlike
except for a shell and tail like those of a tortoise.
The natural shell color of a tortle ranges from shiny
black to a deep, lustrous purple, and tortle chieftains
often encrust their shells with sparkling gems or
channel them with gold intaglios. The creature's mouth
is beaklike and toothless, and its head, feet, legs,
and tail are green, yellow, or black - sometimes one
solid color and sometimes pied. Most tortles forego
clothing, although warriors often don breastplates and
greaves. Tortles speak Tortle and Common. They cannot
breathe water, but the Endurance feat aids them in
swimming long distances.
Tortles tend to avoid combat whenever possible. When
danger threatens, a tortle's first instinct is to
plunge into any nearby water and hold its breath
until the threat has passed. When forced to fight,
tortles form regimented warbales and approach their
enemy in groups. Young tortles often form
noncombatant bales that carry spare tridents for
the warbales.
Most torte tribes along the Savage Coast possess
little technology and subsist primarily as
hunter-gatherers. They maintain loose contact with
other nearby tribes, joining them for hunts, hut
building, and other communal activities.
A typical tortle village consists of a cluster of mud and
thatch huts just off a beach. Sentry huts, each
equipped with a gong or conch shell horn for
sounding alarms, form a perimeter 200-300 yards from
the central cluster. Notable tortle villages along
the Savage Coast are Tlech', R'nach, and Prash. The
most unusual tortle settlement is the Free City of
Dunwick, which was built around a fallen monastery.
Most of Dunwick's citizens are peasant tortles, but
representatives from many intelligent races,
including goblinoids, dwell there as well. Many of
the tortles there embrace the ancient Order of Dunwick
and become monks.
Since tortles are adept at working underwater
cinnabryl deposits, tribes are often self-sufficient,
acquiring their own cinnabryl as well as food, water,
and shelter.
Tortles are spiritual creatures. They worship Mother
Ocean, the protector: Father Earth, the life-bringer,
Brother Shell, the warrior; and Sister Grain, the patron
of farmers and fertility. The typical tortle hut
contains a seashell shrine dedicated to at least one
of these deities. The
domains to which these deities can grant access are given
on the following table.
Deity |
Domains |
Mother Ocean |
Good, Healing, Protection, Water |
Father Earth |
Animal, Earth, Good, Strength |
Brother Shell |
Destruction, Fire, War |
Sister Grain |
Air, Plant, Sun |
TORTLE RACIAL TRAITS
-
-2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma.
-
A tortle's base land speed is 20 feet, and it has a
swim speed of 10 feet. A tortle has a +8 racial bonus on any Swim
check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use
the run action while swimming, provided it swims in
a straight line.
-
Low-light vision (can see twice as far as a human
under low-light conditions).
-
+3 natural armor bonus.
-
Endurance as a racial bonus feat.
-
Automatic Languages: Common and Tortle. Bonus
Languages: Aquan, Elven, and Sylvan.
-
Favored Class: Cleric.
ADU'JAS
The elven nations claim a history longer than nearly all other
civilized nations, but adu'jas were already ancient when elves
were mere infants in the care of their young gods. When elves
matured, adu'jas showed them the secrets of the natural world.
Its magic and power became one with the elves. When the elves
sank into civil war, adu'jas suffered the wrath of those who
twisted adu'jan lore, rendering it corrupt and unnatural.
Adu'jas retreated from the world, taking ancient mysteries deep
into untamed woodlands across the world. The heart of their arts
remain at the core of druidic philosophy, bardic wisdom, and the
discipline of woodland rangers.
With the encroachment of human civilization and the decimation
of the forests by goblinoids, adu'jas have emerged from their
seclusion. Elven enclaves first reported their appearance,
bringing a message of peace to the larger elven community.
Adu'jas have chosen to ease into this new world under the aegis
of their former students, the elves. They have returned to bring
back the ancient woods, to save the last of their homes, and to
assist humankind in becoming shepherds of wisdom.
Adu'jan society is virtually gone from the world. Its
civilization has passed into antiquity, becoming little more
recognizable than the natural world itself. Adu'jas organize
themselves in small enclaves of fewer than a dozen, usually
surrounding a great elder who serves more as spiritual guide
than a true leader. Most elders resemble natural flora, immobile
in the state of torpor that overtakes adu'jas of extreme age.
Because adu'jas live almost twice as long as elves, an adu'jan
elder is truly ancient.
Adu'jan elders sprout sapling adu'jas every few centuries, who
eventually mature and become part of the small community that
governs the woodlands in which they live. These saplings retain
faint racial memories that guide them to maturity.
In recent times, adu'jas have been forced to mobilize their
small numbers to protect themselves against encroaching humans,
orcs, and other despoilers of the forest. They work first by
scare tactics, then by sabotage, and finally through force. It
pains adu'jas to resort to such methods, but their increasing
desperation drives them to it.
Personality: Many of the youngest adu'jas are leaving their
enclaves among their elven allies to go out into the world and
search for signs of hope. Young adu'jas are accepting of all
races. They nurture eternal hope in the balancing harmony of
nature, and they seek to cross cultural boundaries to merge
their ancient wisdom with the dynamic drive of the warm-blooded
races.
Physical Description: Asexual and averaging 5-1/2 to 6-feet
tall, adu'jas are humanoid in shape. Their androgynous facial
features show a hint of a nasal bump with two small vertical
slits that resemble nostrils. These are not nostrils at all, but
pheromone exhausts, which expel various scents according to the
adu'ja's mood. Adu'jan faces are ringed by soft, petal-like
scales. These undulating petals are chromatophoric, changing in
color and pattern to reflect moods. Their skin ranges from
yellowish green through emerald to deep brown, but this color
changes according to season and mood. Their large, almond eyes
are deep gold to rich brown.
Adu'jas are typically weak and thin-limbed, yet they carry
themselves with grace and dignity.
Relations: Adu'jas have a belief in preserving the natural
world, which they call "Shan Jar" ("The Way of the Root"). Shan
Jar puts forth that all things have their necessary place and
stem from the same source. Nature is. To adu'jas, this means that
all things in nature must be balanced. Adu'jas have realized
that during their long absence, they failed to tend their
duties, and imbalance has become the way of things. Civilization
is no longer at harmony with nature.
Most human and dwarven societies are leery of adu'jas. Rural
communities seem more receptive to their presence and have been
known to adopt adu'jas, especially if there are druidic orders
nearby. Most civilized people think of adu'jas as nature
spirits, which adu'jas use to their advantage in winning their
trust.
Young adu'jas who have learned to live among the goodly races
(such as humans, elves, gnomes, and halflings) have been known
to "go native." They become accustomed to wearing local garb and
the use of simple accoutrements. As their understanding of
their neighbors grows, they apply their holistic philosophy to
everyday life in the hope that their friends will adopt the
adu'jas way by example.
Adu'jas are very naive of the world at
large. Their philosophy is of such sublime scope that they often
cannot see the day-to-day world beneath it - or rather, they don't
care to acknowledge it. However, they are extremely expressive
creatures. Their chromatophoric petals and scent glands make
them extremely effective communicators. They have great inner
strength and strong personalities, although they might not
show it all the time.
Alignment: Young adu'jas are usually neutral good in alignment.
They believe in proactively establishing harmony. As they age,
their understanding of Shan Jar deepens, and they tend to drift
toward neutral alignment.
Religion: Adu'jas typically revere Obad-Hai and elemental
spirits. Pelor is also popular among young adu'jas, as are rain
and earth deities.
Language: Adu'jas have adopted the Elven alphabet in order to
write their own slow, thrumming language. They rarely ever write
on plant-based mediums, preferring to put their thoughts down
on parchment. In addition to their own tongue, adu'jas speak
Elven and Sylvan, and they often learn Common, Gnome, and
Halfling, as these are often the languages of their friends and
allies.
Names: Because they are androgynous, adu'jas share similar
names. Adu'jas often translate their names into Elven and
Common. Common names include Oakskyreach, Deepearthroot,
Windleafcatcher, Sunsbright, Forestheart. and Stoneroot.
Occasionally, adu'jas adopt elven names.
Adventurers: Adu'jan adventurers are rare but active. They make
friends readily with elves, gnomes and some humans. Most other
races regard them with indifference at best and suspicion or
fright at worst. The honest demeanors of adu'jas typically win
over hesitant acquaintances.
ADU'JA RACIAL TRAITS
-
+2 Wisdom, +2 Charisma, -2 Strength: Adulas make good use of
their beautiful petals and scent glands, making them appealing
to other races. They are also perceptive of their world.
However, their thin-limbed bodies are relatively weak.
-
Plant: As a creature of the plant type, an adu'ja is immune to
all mind-affecting effects, poison, sleep effects, paralysis,
polymorph, and stunning. They are not subject to critical hits.
Adu'jas do not need to sleep. Adu'jan spellcasters still must
rest for 8 hours to regain spells. They are immune to spells and
effects that only affect humanoids, such as charm person.
However, they can still be affected by spells such as charm
monster and those that specifically affect plant creatures.
-
Medium: As Medium creatures, adu'jas have no special bonuses
or penalties due to their size.
-
Adu'jan base land speed is 30 feet.
-
Low-Light Vision: An adu'ja 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.
-
Adu'jas have the woodland stride ability, as a 2nd-level
druid.
-
Photosynthesis: Adu'jas consume only one-quarter the rations
of a human of similar size. In essence, they are omnivorous
plants. They gain sustenance from eating animal or vegetable
matter, usually in small quantities. This ability works only if
they are allowed at least four hours of direct sunlight;
otherwise, they must eat as much as a human. Adu'jas
prefer vegetable matter over animal flesh, but many younger adu'jas
have developed a taste for meat.
-
Photoregeneration: Adu'jas who are allowed to rest in sunlight
with at least a gallon of water to consume heal twice their
level in hit points per day. If active during this time they
gain hit points back at the normal resting rate. In darkness,
they regain hit points normally.
Adu'jas can regrow severed limbs (but not heads). It takes
approximately 1 month to regrow a limb, during which time adu'jas
can do nothing more than rest and perform light activity.
Complete bed rest cuts this time in half.
-
+4 racial bonus on Diplomacy and Perform checks. Adu'jas
express themselves well, with changing patterns of color on
their facial petals and skin as well as odors from their
scent glands.
-
-4 penalty on all Bluff and Sense Motive checks. Due to their
inherently trusting nature, adu'jas find it difficult to tell
and discern lies.
-
+4 racial bonus on Survival checks. Adu'jas always consider
Survival a class skill, as they have an innate link to the
natural world.
-
Vulnerability to Fire: Adu'jas take half again as much (+50%)
damage from fire.
-
Spell-Like Ability: 1/day - speak with plants. Caster level 1st.
-
Automatic Languages: Adu'ja, Elven, and Sylvan. Bonus
Languages: Common, Draconic, Gnome, and Halfling. Adu'jas know
the languages of their allies, and they often learn those of
potential friends.
-
Favored Class: Druid. A multiclass adu'ja's druid class does
not count when determining whether she takes an experience point
penalty for multi-classing. Knowledge of the wild comes naturally to adu'jas.
-
Level Adjustment: +2. An adu'ja with one class level is
treated as a 3rd-level character for purposes of awarding the
character experience, for starting equipment, and for
determining how many experience points the character needs to
gain a new level.
GRUWAARS
When the fey were united and the Seelie and Unseelie Courts had
not yet been established, the gruwaars were there. The turn of
ages and eventual sundering of the fey court heralded the
gruwaar's ascent among the Unseelie as master manipulators and
dangerous foes.
Legends speak of the gruwaars as allies to the children of
Lolth. The gruwaars stood beside the dark elves in their
rebellion and followed their tragic descent when the drow fell
into the depths of the earth. Surface elf retribution on those
gruwaars who dared stay above ground all but eliminated the race
outside of the Underdark. Those few who survived have been
joined over the years by those who initially fled from elven
fury. They maintain their reputation for foul deeds long
past - and they revel in it.
Gruwaars are rare, even among the fey. Most sages know little of
their history or their role in the history of other races.
Plagues, assassinations, and catastrophes throughout the ages
have seen influence from the gruwaars, for reasons known only to
them.
Wild and mischievous even by fey standards, the gruwaars are
extremely independent. Among other races, they often serve from
the shadows as advisors or assassins for those causes that
amuse them. Occasionally, a gruwaar will join with an
adventuring party for seemingly noble reasons, only to later
reveal a darker ulterior motive.
Gruwaars are drawn to political intrigue, but although they are
amused by power and those who believe they wield it, gruwaars
are not necessarily interested in wielding political and social
influence themselves. They are fascinated by the motives and
results that impassion those who seek and bear power. Above all
else, they are intrigued by the chaos of raw, naked force. Where
there is political strife, where there are clashing ideologies,
where the will of rebellion threatens to upset the balance of
power - the gruwaars are there.
Personality: Gruwaars are voyeuristic by nature. They love to
see individuals act in dynamic ways, especially when they
themselves set the stage. The gruwaars love drama. Tragic or
grand, it matters not to the gruwaar. They just like to watch
the chaos unfold.
Philosophically, gruwaars are completely individualistic in
their approach to life. Their only common quality is a singular
disdain for any authority that they do not influence in some
fashion. As such, their motives are known only to themselves.
Physical Description: Averaging 3 to 4 feet tall, the gruwaars
do not possess the usual beauty of their fey kin. Instead, they
are wiry, muscular creatures with monkeylike bodies. Gruwaar
faces resemble a cross between a goblin and a cat, with large,
round eyes the color of hot steel, a large brow, and a maw
filled with hideous canines. Their ears are long, pointed, and
jut out from their heads, although they can sweep them back when
they choose.
Gruwaars are covered with a fine, black fur. They have long arms
with extra joints and hands ending in tiny, razor-sharp claws.
Their short thighs and long forelegs cause them to appear as if
they are perpetually crouched.
When among civilized folk, the gruwaars wear loose-fitting hoods
and cloaks and often remain hidden as much as possible. When
confronted, they lie and bluff their way out of direct conflict.
Few gruwaars are ever backed into such corners, however, and
those who are usually have no compunctions about using their
claws to extract themselves from difficulties.
Relations: Among the fey, gruwaars are considered members of the
Unseelie Court. They are accorded respect based on their
heritage by those wise enough to recognize them for who they
are. Among the Unseelie, however, the gruwaars are treated as
dangerous miscreants at best. Some gruwaars are considered
powerful players among the Unseelie, greatly respected by their
peers and feared by others. Most gruwaars pay only the barest
courtesy to the Unseelie Court.
Among other races, gruwaars prefer to remain hidden or
disguised. They might pretend to be familiars to young wizards
and sorcerers whose vanity exceeds their skill at conjuring
demon familiars. At other times, they might work in concert with
others in the shadows of society, where appearances take second
place to skill. The gruwaar take an active approach in
concealing their motives, since it is more entertaining to
watch their dupes or pawns do things of their own volition. They
take great pains to ensure that their foils learn as little as
possible about their nature and identities. Gruwaars are unseen
players in many games - unseen, effective, and dangerous.
Alignment: Most gruwaars are chaotic and evil by nature. Despite
this, more than one gruwaar has sided with the forces of good in
order to experiment on the ranks of a powerful evil regime.
Some gruwaars specialize in tampering with certain types of
ideological cultures, especially evil ones. The moral
ambiguities of gruwaars are unmatched. They have saved
innocents on given days only to have them sacrificed on others.
Religion: Gruwaars revere no deity in particular. Some of their
more vile members have been known to fall sway to demon princes
or devil lords, however, most gruwaars are too busy (some say
egotistical) to formally worship another being.
Language: Gruwaars speak Common, Sylvan, and Undercommon. The
first language a young gruwaar typically learns to speak is
Undercommon. Older gruwaar use this ploy to insult the Unseelie
Court and other fey. When they do speak Sylvan among other fey,
gruwaars enjoy using thick (but fake) accents that make them
difficult to understand.
Names: Male gruwaar names are short and usually monosyllabic,
while female names usually have two syllables.
Male Names: Greeg, Hurg, Koll, Mok, Puzz, Zor.
Female Names: Hurga, Jeeta, Juuta, Mokka, Panee, Tagri, Zora.
Adventurers: Gruwaars love adventure. A gruwaar adventurer
always has designs on why he's with a particular adventuring
party. Perhaps he wants to join them to see what they do, with
an eye down the road on a scheme to overthrow a kingdom he
dislikes. Perhaps the party and he even have a mutual goal. The
real trick is getting the party to accept a gruwaar into their
midst. However, their wily, persuasive ways make them likeable
despite their unusual appearance and often disgusting personal
habits.
GRUWAAR RACIAL TRAITS
-
+2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: Gruwaars
are nimble, and possess a certain charm that most other races
find appealing. However, they are relatively weak and somewhat
inattentive.
-
Fey: As fey, gruwaars are immune to spells and effects that
only affect humanoids, such as charm person. However, they can
still be affected by spells such as charm monster.
-
Small: As Small creatures, gruwaars gain a +1 size bonus to Armor
a Class, a +1 size bonus on attack rolls, and a +4 size bonus on
Hide checks. They use smaller weapons than humans use, and their
lifting and carrying limits are three-quarters of those of a
Medium character.
-
Gruwaar base land speed is 20 feet. Gruwaars wearing light
armor or no armor, with light or no encumbrance, and without
items in their hands, may drop to all fours and move at a speed
of 30 feet.
-
Darkvision: Gruwaars can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight, and gruwaars can function in just fine with no
light at all.
-
+2 racial bonus on Hide, Move Silently, and Sleight of Hand
checks. All Gruwaars are preternaturally stealthy.
-
Claws: Gruwaars are capable of making natural attacks with
their sharp claws. A gruwaar has two claw attacks that deal 1d3
points of damage plus Strength modifier.
-
Spell-Like Abilities: 1/day - disguise self. Caster level 1st.
-
Automatic Languages: Common, Sylvan, and Undercommon. Bonus
Languages: Abyssal, Dwarven, Elven, Gnome, and Terran. Gruwaars
know the languages of their kin as well as those among whom they
live, and they learn to speak the languages of their enemies and
other underground denizens.
-
Favored Class: Rogue. A multiclass gruwaar's rogue class does
not count when determining whether she takes an experience point
penalty for multiclassing.
Sneaking and trickery comes easily to gruwaars. Many are on the
cutting edge of larcenous ingenuity.
GOLMOIDS
Originally crafted by gnomes to work as teamsters, haulers, and
heavy lifters, golmoids labored for millennia as mindless
constructs. Over the years, families that owned golmoids began
to ascribe living qualities to their construct laborers, giving
them gnome names and ascribing gnome traits to their actions.
A thousand years ago, at the behest of his daughters, a gnome
wizard granted his family's golmoid a rudimentary form of
intelligence. Soon thereafter, gnome wizards began competing
with one another in escalating attempts to grant their golmoids
a greater level of intelligence than that of their neighbor's.
Eventually, all golmolds received sentience, and began to
interact with one another as all thinking beings do.
The original sentient golmoid, who had his intelligence
augmented several times by his family's wizards, asked for and
received his freedom. He quickly spread the word to other
golmoids of his liberation, and within a week the gnomes found
themselves with a terrible dilemma: to retain a sentient race
as slaves or to let their precious construct laborers have
their desired freedom. To their credit, it took only a day for
the gnomes to decide to release the golmoids.
As a gift to the creations of his children, Garl Glittergold
breathed true life into the clay, stone, and bronze bodies of
golmoids, making them humanoids. In thanks for their newfound
gifts, the golmoids formed a binding treaty of mutual aid with
the gnomes. In the millennium since, the golmoids have struggled
through hard times and celebrated periods of plenty, and
although they solemnly remember their vow of aid to the gnomes,
golmoids work as no being's slaves.
Personality: Golmoids tend to be quiet, which makes nongnomes
think of them as dour or aloof. In truth, the unexpressiveness
of their bodies simply masks the joy of life burning within
them. They seldom seem at ease among any race other than gnomes
and therefore come across as cold and hard to read to those new
to them. Yet like all beings, what stirs beneath their skins
distinguishes their individual personalities. The golmoids are
as dynamic in their personal inclinations as members of their
patron race, and while they cannot smile, their laughter is
thunderous.
Most golmoids prefer and enjoy a simple agrarian life. They need
little and ask for less. A history of servitude reminds the
golmoids that they neither wish to work for others nor have
others work for them. As such, every golmoid strives for
self-sufficiency, but whether he gains it or not is another
question. Golmoids prefer to deal with others in a frank,
forthright manner, leaving little room for complex
negotiations. Their merchants are notoriously inflexible,
demanding to be paid based on the merits of their work without
haggling.
When in the company of gnomes, however, the playfulness of their
patron race rises to the surface, and it is then that a golmoid
might show the passionate love of life they all possess.
Physical Appearance: Adult males appear to be plain-featured,
muscular men towering more than 7 feet tall, with oversized
shoulders and hands sheathed in stonelike skin. Their faces are
plain and smooth-featured, accented by burning red eyes the
color of hot magma. Skin color ranges from sandy tan to black.
Females are the same height as males, but are slightly less
uniform in overall appearance. They also have smooth-featured
faces like mannequins, and the trademark burning red eyes.
Females rend to be thinner-limbed and bear a more natural
appearance. Their skin color ranges from light tan to ruddy
brown.
All golmoids have spatulate feet with only one separation for a
large toe. Golmoids fingers are thick and rocky, the last three
fingers melding into one wide digit.
Because of the similarities in appearance between golmoids,
golmoid sculptors delicately carve the skin of their fellow
golmoids to reflect deeds accomplished, much like tattooing
among soft-skinned races. Golmoid warriors often have their skin
carved into the form of armor. For these reasons, golmoids
hold an almost religious reverence for their skin carvers.
Relations: Golmoids usually live in small, isolated communities.
They are guarded with strangers but quite open once the
potential for threat is dismissed. Even the smallest golmoid
communities often build large stonework citadels, usually
located in mountainous or hilly country. As might be expected,
gnomes are always welcome within golmoid communities, and
indeed the races occasionally seek out one another to settle in
close proximity. In addition, dwarven enclaves are frequent
traders with the golmoids, and the two races get along well.
Golmoids have a soft spot in their hearts for halflings, seeing
them as distant and agreeable cousins of gnomes. Somewhat
gnome-like, golmoids always try to get along with elves and
humans, but they find the complaints and angst of half-elves and
half-orcs tiresome.
Alignment: Golmoids tend to be mindful of the general welfare of
all involved in any matter, but are not usually inclined to
interfere with another's business. As a result, every golmoid
has a touch of neutrality in his alignment, with the vast
majority remaining neutral in as many situations as possible.
Neutral good and lawful neutral make up the largest minorities.
Religion: Golmoids worship Garl Glittergold or follow
philosophies that venerate hard work and just reward.
Languages: Golmoids speak Common and Gnome. Many Golmoids learn
to speak Dwarven, Halfling, and Terran as well.
Names: The names of golmoid males derive from their ancestry.
Surnames usually have a stone context. Females only take a
surname at some important occasion, such as marriage or the
completion of an important quest.
Male Names: Argaren Slatefist, Jhondal Jasperteeth, Vaalus
Granitespur.
Female Names: Aratta, Ghutta, Helosia, Komara, Taaza, Wara.
Adventurers: Golmoids make fine adventuring companions. They are
true to their word, with an inspiring willingness and drive to
succeed. Golmoids rarely surrender, and they are gifted and
methodical porters and teamsters.
Golmoids often leave their communities to wander the greater
world when they become adults. Golmoid travelers usually wear
hooded cloaks and robes. Their weight can be inhibiting for
horseback travel, but their tireless endurance allows them to
keep up with even the hardiest horse.
GOLMOID RACIAL TRAITS
-
+2 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence:
Golmoids are strong and durable, but their great bodies are not
agile, and their gift of intelligence was not perfect.
-
Medium: As Medium creatures, golmoids have no special bonuses
or penalties due to their size.
-
Golmoid base land speed is 30 feet. However, golmoids can move
at this speed even when wearing medium or heavy armor, or when
carrying a medium or heavy load (unlike other creatures, whose
speed is reduced in such situations).
-
Natural Armor: Their stone-like skin grants golmoids a +2
natural armor bonus.
-
+2 racial bonus to all Craft checks. Golmoids are gifted
craftsmen, and some speculate that their created forms give them
an instinctive knowledge of manufacturing.
-
+4 racial saving throw bonus against enchantment spells and
effects. Golmoids have some residual resistances of constructs.
-
Bonus Feat: Golmoids gain Endurance as a bonus feat at 1st
level.
-
Automatic Language: Common and Gnome. Bonus Languages:
Dwarven, Halfling, and Terran. Golmoids learn the language of
their patron race as well as those they see as allies to gnomes.
-
Favored Class: Fighter. A multiclass golmoid's fighter class
does not count when determining whether he takes an experience
point penalty for multiclassing. Golmoids are powerful and competent combatants when roused
to anger.
-
Level Adjustment: +1. A golmoid with one class level is
treated as a 2nd-level character for purposes of awarding the
character experience, for starting equipment, and for
determining how many experience points the character needs to
gain a new level.
T'KELS
T'kels have long been seen as savages, monsters that plagued
wilderness communities for countless years. When times grew
tough, t'kels raided nearby villages and towns in search of
food. This savagery gave them a fierce reputation they struggle
to overcome to this day. However, over the last century, t'kels
have gradually shifted from a hunter-gatherer society to an
agricultural one. They are blooming into a diverse society based
on the philosophies of their current leader.
T'kels follow a philosopher-king named Zuras, who led his people
from what he calls "the serpent's coils." Many years ago, Zuras
claimed to have been hunting an elven cadre of rangers when a
"nature spirit" stopped him. This adu'ja sat Zuras down to tell
him of the error of t'kel ways. They sat for fourteen days, and
the adu'ja revealed to Zuras the secrets of natural harmony.
Zuras took these secrets back to his people.
Now the t'kels are rejecting their barbaric ways in order to
live as one with nature. This has not tamed t'kel ferocity
though, only channeled it into less destructive endeavors. They
live in teeming, shallow tunnels below the verdant forests they
now tend. They farm a variety of plants that they use for their
medicines and produce rare spices and incense that they trade to
the humans who have learned to trust them.
Many t'kels practice meditation, channeling their aggressive
natures into the martial arts. Within the last century, human
monks have lived among the t'kels to learn their way. T'kel monks
form a top-level caste among their society, servings as
teachers and advisors.
One of the few traditions that has survived the t'kels'
transformation from hunters and plunderers into monks and
ascetics is the wearing of masks. T'kel masks represent many
things in their society, and the shape, style, and color of a
mask identifies the wearer's status and occupation to every
other t'kel who sees it. Other races, long impressed by the
beauty of such masks, have tried and failed to learn their
secrets. Living t'kels never remove their masks where non-t'kels
might see their faces, as they feel their faces are a
representation of their souls, and their most secret desires.
Personality: The t'kels exhibit a distinctly reptilian
attitude. Their sense of humor is subtle and difficult to draw
out. They loathe displays of waste or wanton destruction and
seek to pacify (through lethal force, if necessary) anything
that they feel threatens the natural order. They are quite taken
with the concept of honor, and despite their former
reputations, they are unwilling to break oaths.
T'kels are not particularly intelligent, but their cunning
usually surprises those who travel with them. While they are far
more civilized than they once were, their savagery still exists.
In battle, t'kels can give in to their feral sides in a way that
is terrible to behold. Among t'kels, it is considered shameful
to act in such a way. A t'kel who has succumbed to such behavior
will often leave t'kel society voluntarily, in order to avoid
injuring anyone else.
Physical Description: T'kels dress in decorative robes or armor,
with elaborate facemasks of beaten metal highlighted with
brightly painted colors. The rarer the metal, the higher in rank
its wearer. Different colors and patterns of paint signify a
t'kel's occupation.
Beneath their masks and robes, their skin is covered with tan to
chocolate-colored beaded scales. They have belly and back
patterns in brilliant colors ranging from aquamarine and indigo
to burnt umber and saffron, and they have more pronounced,
pointed scales on their brows and jaws. They do not have teeth,
but rather they have white bony ridges that look like a line of
teeth without seperation.
T'kel hands and feet are clawed. Both females and males often
paint their claws bright colors. T'kel height difference between
genders is quite noticeable, with the smaller males standing 5
to 5-1/2 feet tall, and females often reaching well over 7 feet
tall. Despite their smaller size, male t'kels have dense
muscles, weighing as much as their female counterparts, and
are just as strong.
Relations: While races who do not live near t'kels might speak of
them as little better than orcs, those who call them neighbors
couldn't speak more highly of them. Most t'kels today are more
interested in discussing farming techniques or weather trends
than in spoiling for a fight. However, if someone were to start
a fight with a t'kel, the t'kel would oblige.
T'kels enjoy living as part of their environment. They now help
the wilder lands thrive, where once they pillaged the land for
anything that could sustain them. T'kels are quickly building
the reputation of their culture, and have proven remarkably
adept at common crafts. Their artwork fetches good prices in
large cities, as well as the attention of serious collectors. In
addition, they are excellent weavers, producing a material
called sh'ematta that has brilliant colors and a soft texture.
Alignment: T'kels usually have some amount of neutrality in
their alignment. Most t'kels are lawful and ardent
practitioners of their philosophy; otherwise, they lean toward
neutral good. Few t'kels are ever chaotic.
Religion: Since the coming of Zuras, t'kels practice nature
worship. They have become one of the true success stories of the
adu'jas, with whom Zuras communed for those two weeks.
Language: T'kels speak Draconic as their natural tongue. As they
have become more civilized, they have adapted the Draconic
script to write out their philosophies and beliefs. Many have
learned to speak and read Common, Elven, and Sylvan, so they may
interact peacefully with their neighbors. They speak with a
gentle hiss other races find soothing and relaxing, and many
have been pressed into giving impromptu speeches just for the
way they speak.
Names: T'kel male names are always two or three syllables, and
female names are always three or four.
Male Names: Adunar, Banwei, Golos, Mur'rkantos, Yallikbei, Zuras.
Female Names: Aa'razmarum, Atanari, Ecu'mazin, Gengliet,
Ma'arkaset.
Adventurers: T'kels are able adventurers. They are inquisitive
about outside cultures and seek the wisdom those cultures have
to offer. As their new culture continues to grow, it takes on
small aspects of others that adventuring t'kels have encountered
and subsequently written about. They are in a strange place
between the worlds of their savage ancestry and their new, more
civilized culture. As such, t'kels make superb monks and
fighters and are well suited to being rangers. T'kels take great
pride in their own culture, and few t'kels are open-minded
enough to take jibes about their base beginnings.
T'KEL RACIAL TRAITS
-
+2 Dexterity, -2 Intelligence: T'kels are quick and graceful,
but they cannot reason as well as humans.
-
Medium: As Medium creatures, t'kels have no special bonuses or
penalties due to their size.
-
Monstrous Humanoid: T'kels are monstrous humanoids, and are
therefore immune to spells that only affect humanoids, such as
charm person.
-
T'kel base land speed is 30 feet. T'kels also possess a swim
speed of 20 feet. Due to having a swim speed, a t'kel has a +8
racial bonus on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
-
Darkvision: T'kels can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight, and t'kels can function just fine with no light at
all.
-
Claws: T'kels are capable of making natural attacks with their
sharp claws. A t'kel has two claw attacks that deal 1d4 points
of damage plus Strength modifier.
-
Automatic Language: Draconic. Bonus Languages:
Common, Elven, and Sylvan.
-
Favored Class: Monk. A multiclass t'kel monk class
doesn't count when determining whether he takes an experience
point penalty for multiclassing. Despite the rapid and recent growth of their culture,
t'kels continue to possess a warrior mentality.
ATHASIAN AARAKOCRAS
The winged birdmen known as aarakocras are a rare sight in the
settled parts of Athas. Only aarakocra travelers, traders,
diplomats, and exiles spend much time among the city-states.
Personality: A typical aarakocra is known for his need for
freedom, both in the literal and figurative sense. Most
aarakocras are quite claustrophobic and intensely uncomfortable
when restrained in any way; they also dislike long-term
obligations to others, and many become depressed or suicidal
when pressed into military service or slavery.
Physical Description: An aarakocra's arms form the leading edge
of his wings, which also attach to his torso at the hips. About
midway along each wing is a clawed hand with fine motor ability
rivaling that of a human. When flying, aarakocras can manipulate
items in their foot-talons as well as they could if they were
holding them in their hands. An aarakocra's plumage varies from
white to bluish-gray.
Relations: Aarakocras tend to get along well with most other
races. Because they come from isolated communities far north of
the city-states, they are sometimes surprised by the quirks of
other races.
Alignment: Aarakocra society is loosely knit and seminomadic, so
aarakocras have a tendency to be chaotic.
Aarakocra Lands: The vast majority of aarakocras come from a
region hundreds of miles north of the Tablelands called Winter
Nest. Some few are born in aarakocra trading outposts or
diplomatic enclaves in the city-states.
Religion: Some aarakocras rely on clerics of Air for religious
guidance, while others heed the teachings of the few druids in
their midst. Those aarakocras confronted with the theocracies of
the city-states pay only lip service to the notion of
worshiping the dragon-kings.
Language: Aarakocras speak their own language, Aarakocra. Most
aarakocra in Winter Nest and elsewhere have enough contact with
merchants from the city-states that they speak Common as well.
An aarakocra's beak has an easier time with the clicking sounds
of the Thri-Kreen language than humanoid mouths.
Names: Aarakocras tend to have a single multisyllabic name with
lots of vowels and soft consonants in them.
Adventurers: A burning desire to explore and a natural
inquisitiveness serve aarakocra adventurers well, although few
aarakocras stray from Winter Nest. Those who leave find the
city-states fascinating, if puzzling and sometimes dangerous.
ATHASIAN AARAKOCRA RACIAL TRAITS
-
+4 Dexterity, -2 Strength. Lightweight but fast, aarakocras
are built for speed over strength.
-
Medium: As Medium creatures, aarakocras have no special
bonuses or penalties due to their size.
-
Monstrous Humanoid: Because they aren't humanoids, aarakocras
are immune to spells such as charm person and hold person.
-
Aarakocras have a base land speed of 20 feet. Their fly speed
is 90 feet, with average maneuverability.
-
+1 natural armor.
-
Natural attacks: A flying aarakocra can attack with two
talons, dealing 1d4 points of damage each, or he can use a
weapon in his talons. An aarakocra on the ground can wield
weapons in his wing-claws at his base attack bonus and attack
with his bite as a secondary attack, dealing 1d3 points of
damage.
-
Weapon Proficiency: Aarakocras are proficient with the
javelin. Aarakocras learn to use these throwing weapons at an
early age.
-
+2 racial bonus on Craft (any one), Knowledge (nature),
Listen, and Spot checks. Aarakocras spend a great deal of their
time hunting, building nests, and making tools.
-
Claustrophobic: Aarakocras suffer a -4 penalty on all attack
rolls and skill checks when in an enclosed area.
-
Inborn Power: Aarakocras gain 3 extra power points at 1st
level, regardless of whether they choose a psionic class or
not. They can use the power points provided to manifest elfsight.
If you take levels in a class that offers a repertoire of
psionic powers, simply add the 3 power points to your power
point total, and add your inborn power to your list of powers
known. Aarakocras use their inborn power at a manifester level
equal to their character levels. They use Charisma to set the
save DC unless they have levels in a psionic class such as psion
or psychic warrior that uses a different ability score to set
the DC. In that case, they choose either Charisma or the psionic
class's relevant ability score to set the save DC.
-
Automatic Languages: Aarakocra and Common. Bonus Languages:
Auran. Halfling, and Thri-Kreen.
-
Favored Class: Ranger.
-
Level Adjustment: +2.
ATHASIAN DWARVES
On Athas, dwarves aren't subterranean miners. They are a
long-lived but slowly dying race known for their relentless
focus on a single task to the exclusion of all others.
Personality: How a dwarf behaves depends greatly on his focus, a
single task that dominates every aspect of his life until it's
completed. Each dwarf has a focus that guides his actions during
every waking moment. A focus is usually a specific goal, such as
"dig a new irrigation ditch," "convince the merchants of House
Stel to improve our trade terms," or "slay the gaj that's been
terrorizing our outpost."
If you're roleplaying a dwarf, you should be able to describe
your current focus in a single sentence without a moment's
hesitation. You can change your focus anytime you like simply by
telling the DM, although most dwarves don't change their focus
until the task is completed or it's apparent that it never will
be completed. Think carefully about choosing a focus that'll
make your goals diverge from those of the other PCs. Your focus
should make for interesting roleplaying, but it shouldn't form a
wedge between you and the other players.
Physical Description: Dwarves tend to be shorter and stockier
than humans, but their eye, skin and hair color falls into the
same ranges as humans. Adult male dwarves all have beards,
although most keep them closely trimmed.
Relations: Dwarves categorize people according to their
relation to their focuses, not by race, gender, or other
characteristics. If someone can aid a dwarf in the resolution of
his focus, he'll be at least marginally polite and helpful.
However, standing between a dwarf and his focus makes the person
an enemy, and not relating to his focus at all makes the being
irrelevant.
Alignment: A dwarfs respect for those who fulfill their stated
objectives gives most a lawful outlook.
Dwarf Lands: Dwarves are found intermingled with the human
populations of the city-states; dwarves do not have communities
to call their own anymore. The towns of Ledopolus are an
ancestral home of the dwarves, so the dwarven population there
is larger than it would be otherwise. In most city-states,
dwarves congregate in certain neighborhoods to the exclusion of
others.
Religion: Most dwarves worship one of the dragon-kings, although
many heed the words of elemental clerics, especially those of
earth and fire.
Language: Dwarves have overwhelmingly adopted the language of
the humans they live with. They only use their ancestral
language of Dwarven among each other and on ceremonial
occasions.
Names: Dwarves once had an elaborate naming structure that
detailed a particular dwarf's heritage by describing his
ancestors. The naming system was unwieldy, however, so it has
fallen into disuse, and dwarves have adopted human naming
conventions.
Adventurers: Dwarven adventurers are driven by a focus that puts
them in harm's way, such as "map the Jagged Cliffs region,"
"overthrow the dragon-king," or "make enough money to buy the
freedom of my family."
ATHASIAN DWARF RACIAL TRAITS
Athasian dwarves have all the dwarven racial traits, except as follows:
-
+4 Constitution, +2 Wisdom, -2 Charisma: Dwarves are stout and
tough but tend to be gruff and reserved.
-
Dwarves lose stonecunning, weapon familiarity, their +2 racial
bonus on saving throws against poison, their +1 racial bonus on
attack rolls against orcs, their +4 dodge bonus to Armor Class
against giants, their +2 racial bonus on Appraise checks, and
their +2 racial bonus on Craft checks.
-
Inborn Power: Athasian dwarves gain 3 extra power points at
1st level, regardless of whether they choose a psionic class or
not. They can use the power points provided to manifest
vigor. If you take levels in a class that offers a repertoire of
psionic powers, simply add the 3 power points to your power
point total, and add your inborn power to your list of powers
known. Dwarves use their inborn power at a manifester level
equal to their character levels. They use Charisma to set the
save DC unless they have levels in a psionic class such as psion
or psychic warrior that uses a different ability score to set
the DC. In that case, they choose either Charisma or the psionic
class's relevant ability score to set the save DC.
-
+2 racial bonus on saving throws against psionic powers,
spells, and spell-like effects: Dwarves have an innate
resistance to magic spells and psionic powers.
-
Focus: Dwarves are notoriously single-minded, focusing on one
task to the exclusion of others. This focus is something that
can be simply stated, such as "overthrow the government," "get
the caravan to Urik," or "find the twelve ruby chrysalises."
Dwarves gain a +4 racial bonus on Will saves against charm or
compulsion effects that would change, delay, or distract from
their focus.
-
Dwarven Blood: Dwarves are resistant to venoms and toxins,
getting a +4 racial bonus on Fortitude saving throws against
poison.
-
Automatic Languages: Dwarven and Common. Bonus Languages:
Terran.
-
Favored Class: Cleric.
-
Level Adjustment: +1.
ATHASIAN ELANS
Originally created as a secret network of court agents by a
powerful society of psions known as The Order, elans are not
born; they are made. It is said that The Order erred when it
created the first elans because it gave them too much free will.
Some elan enclaves still owe allegiance to The Order, although
the group was factionalized and driven underground after a
failed plot a century ago. Other elans have turned their backs
on The Order and are determined to forge their own destinies in
the harsh lands of Athas. The average Athasian has never heard
of an elan, but most noble families, merchant houses, and
high-ranking templars have learned of their existence within the
last few years.
Elans all have one thing in common: previous lives as humans. A
special elan council screens living humans from a pool of
applicants who've volunteered to make the transition into elans.
Those who pass muster undergo a secret psionic process in one of
several hidden elan enclaves, where organic life transitions to
psionically-energized animation. Newly created elans retain the
basic memories and personalities of their previous lives, but
they keep none of their class skills, powers or spells (if any),
or previous class abilities. Elans are a secretive lot in this
regard, and they do not publicly reveal their enclaves or places
of making. If one is to become elan, he is usually selected.
Thus, elans do not reproduce biologically, but rather
psionically, through the transition life power. Even then, their
"children" are usually fully-grown adult humans. Non-human elans
are never created, and it could be that the transition life
power simply doesn't work for any other creatures but those who
were originally human.
Personality: Elans are nearly as adaptable, flexible, and
ambitious as the humans from which they are made. Because their
state of existence sometimes leads other races to think the
worst of them, elans practice a certain restraint, especially in
regards to their origin. Otherwise, their personalities vary
widely.
Physical Description: Elans typically stand just under 6 feet
tall and weigh about 180 pounds, with men sometimes taller and
heavier than women, but not always. Because new elans are
selected, those who choose currently favor elans with pale skin,
reddish hair, and a youthful quality. However, the first elans
vary in looks as widely as humans. Elans dress in the styles
similar to humans, including the adoption of unusual
hairstyles, fanciful clothes, tattoos, body piercing, and the
like. Elans have unlimited lifespans - as long as they are not
destroyed, their mental arts could conceivably continually
energize and rebuild their bodies for over a thousand years.
However, The Order only recently established the first elan
enclaves, so no known elans are more than twenty-five years old
(not counting their time as humans).
Elans do not sleep as members of other races do. Instead, an elan
meditates in a deep trance for 4 hours a day. An elan resting
in this fashion gains the same benefit that a human does from 8
hours of sleep. While in trance, an elan concentrates on
suffusing his body with psionic energy, healing the hurts and
random lacerations of the day, and restoring animation and
resiliency to his tissues.
Relations: Elans mix well with members of other races,
especially humans. It is probable that their relations would
undergo a shift should their true nature become widely known, so
one of the essential tenets of elan existence is secrecy.
Alignment: Elans tend toward no particular alignment, not even
neutrality. The best and the worst are found among them.
Elan Lands: Wherever humans are found, there, too, are clans.
Religion: Some elans revere the dragon-queen Lalali-Puy because
the city of Gulg has the oldest and largest elan enclave. Newer
elan enclaves are less likely to serve a dragon-king or
elemental power, as they feel that any grace or continued
existence they might hope for will depend on their own efforts
and continual mastery of inborn psionic talent.
Language: Elans speak Common. They typically learn other
languages, including obscure ones, and they are fond of
sprinkling their speech with words borrowed from other tongues:
Pterran curses, Elven musical expressions, Thri-Kreen military
phrases, and so on.
Names: Elan names vary greatly and often are simply the same as
the human name they possessed before they crossed into their new
existence. This is particularly true when an elan wishes to pick
up his old life where he left off. Others view their second
chance at existence as an opportunity to start anew and might
pick completely new names.
On the other hand, titles are important to the elan, although
they are used only among themselves. Freshly transitioned elans
have the title of Newmade, those who have had at least a few
years of animate "life" have the title Made, and those over two
decades old have the title of Eternal. Those that belong to the
group that chooses new elans have the title of Culler (although
any elan who knows the power transition life might take this
title, whether part of the Culler Council or not).
Adventurers: Elan adventurers are akin to humans in their daring
and ambition. Because some effects that afflict other races
leave elans unscathed, they sometimes seem extraordinarily brave
to those who do not know the secret of their existence.
ATHASIAN ELAN RACIAL TRAITS
Athasian elans have all the elan racial traits, except as follows:
-
+2 Wisdom. The selection process that creates elans favors
those who demonstrate keen perception and insight.
-
Automatic Language: Common. Bonus Languages: Any (other than
secret languages, such as Druidic).
-
Favored Class: Psion.
-
Level Adjustment: +1.
ATHASIAN ELVES
On Athas, elves have pointed ears and dwell in the wilderness,
but comparisons to traditional fantasy elves end there. The
elves of Dark Sun are clannish, nomadic desert-dwellers said to
be as fast - and as mercurial - as the sirocco.
Elves are tireless wanderers, scouring the desert sands for
whatever sustenance and riches they can find. They travel on
foot in tribal groups, engaging in thieving and raiding, then
disappear in a cloud of dust. Some tribes trade on a
more-or-less regular basis with the city-states, but elves are
known for their willingness to fleece customers not of their
tribe.
Personality: An elf would rather live a short, happy life among
friends than toil for centuries like a dwarf. Many take a
perverse pride in the stereotype that labels them as
untrustworthy thieves and bandits. Most are possessed by an
incurable wanderlust, always moving on to see what lies beyond
the next ridge - or what's in the poorly guarded caravan
approaching from the west.
Physical Description: Elves are tall and lean beyond what would
be possible for humans, but their slim frames hide a deceptive,
wiry strength. Both males and females wear their hair long.
Facial hair never grows on their pale skin. They favor
voluminous robes that protect them from the wind and sand.
Relations: It is said that the only thing harder than finding an
elf you can trust is finding an elf who trusts you. Elves either
ignore or hold in contempt those not of their tribe, especially
nonelves. An elf living among other races carefully tests the
friendship of would-be allies before letting his guard down.
Alignment: Elves tend strongly toward chaotic alignments.
Whether elves are good or evil depends on what's standing
between them and their next drink of water.
Elven Lands: Some elven tribes have taken up residence in the
city-states - usually in their own ghetto - but most roam the sandy
wastes, coming into the cities only to trade. Many tribes of
elven bandits congregate along major trade routes where they can
pick off heavily laden caravans.
Religion: Few elves serve the dragon-kings - or anyone else for
that matter. Many of the larger tribes have druids that provide
a measure of spiritual guidance, and clerics of fire and earth
aren't unheard of either.
Language: Elven is the elves' native tongue, a vowel-heavy
language with a singsong quality. Most elves speak at least a
smattering of Common as well, whether to demand valuables from
bandit victims or strike a better deal in a city-state's
bazaar.
Names: Elves take a simple name in their own language, and among
the tribe they'll append a descriptive term, such as "Vilyaa the
Tall," if a particularly common name is causing confusion.
Elves separated from their tribe often take the tribe's name as
a de facto last name. Tribe names include Night Runners, Silt
Stalkers, Silver Hands, Sky Singers, Water Hunters, and Wind
Dancers. Many elven names have doubled vowels, indicating that
the vowel sound is stretched out slightly.
Adventurers: An elf's wanderings often develop into adventures
whether he likes it or not. Some elves can't resist the
temptation to fleece locals as they travel, while others find
themselves the target of prejudiced harassment.
ATHASIAN ELF RACIAL TRAITS
Athasian elves have all the elven racial traits, except as follows:
-
+4 Dexterity, -2 Constitution: Elves are graceful but frail.
An elf's grace makes her naturally better at stealth and
archery.
-
Elves lose their +2 racial bonus against enchantment.
-
Elf base land speed is 40 feet. At 10th level, it increases to
50 feet.
-
Elf-Running: Athasian elves gain Endurance as a bonus feat,
for they are accomplished long-distance runners.
-
Inborn Power: Athasian elves gain 3 extra power points at 1st
level, regardless of whether they choose a psionic class or
not. They can use the power points provided to manifest their
conceal thoughts power. If you take levels in a class that
offers a repertoire of psionic powers, simply add the 3 power
points to your power point total, and add your inborn power to
your list of powers known. Elves use their inborn power at a
manifester level equal to their character levels. They use
Charisma to set the save DC unless they have levels in a psionic
class such as psion or psychic warrior that uses a different
ability score to set the DC. In that case, they choose either
Charisma or the psionic class's relevant ability score to set
the save DC.
-
Weapon Proficiency: Elves receive the Martial Weapon
Proficiency feats for the falchion, rapier, scimitar, longbow
(including composite longbow), and shortbow (including composite
shortbow) as bonus feats. Elves esteem the arts of swordplay
and archery, so all elves are familiar with these weapons.
-
+2 racial bonus on Listen, Search, and Spot checks. At 5th
level, these racial bonuses increase to +4, and at 15th level
these racial bonuses increase to +6.
-
Elven Discernment: Elves are highly attuned to their
environment, and they have an instinctive sense that detects
when things are out of place. Elves gain a +2 bonus on saves
against illusion spells and effects.
-
Automatic Languages: Elven and Common. Bonus Languages: Gith
and Pterran.
-
Favored Class: Rogue.
-
Level Adjustment: +1.
ATHASIAN HALF-ELVES
The half-elves of Athas have no true home: They are regarded as
outsiders in both the human-dominated city-states and the elven
tribes of the wilderness. Unlike their parents, half-elves have
no culture or community to call their own, but the flip side to
being an outsider is being able to come and go as you please.
Just to get through the day in a world that regards them as
halfbreed mongrels, half-elves have become adept socially,
using keen perception and a diplomatic demeanor to deflect
prejudice.
Personality: Most half-elves grew up as orphans or in broken
homes, and most live uneasy lives in human or elven communities
that don't truly accept them. Thus, a half-elf tends to be very
loyal when he makes friends.
Physical Description: Half-elves look like thin humans with
slightly pointed ears.
Relations: Half-elves generally get along well with most other
races, especially muls and half-giants, their fellow
crossbreeds. They often grow frustrated with human and elven
prejudice.
Alignment: Half-elves have no affinity for a particular
alignment.
Half-Elven Lands: Because they have a hard time keeping up with
elven tribes in the wilderness, most half-elves live in the
human city-states. They are too widely scattered to form their
own communities, instead living as best they can within human
society.
Religion: There are more half-elves than one might expect among
the ranks of the templars, because a regimented life spent in
dragon-king worship avoids many of the day-to-day difficulties
of being a half-elf. Those half-elves who embrace their outcast
nature often become elemental clerics, because fire, wind,
water, and earth regard half-elves for who they are, not for who
their parents were.
Language: Half-elves speak Common. Those with connections to the
elven tribe of a parent learn Elven as well.
Names: Half-elves adopt the naming conventions of whatever
society they live in.
Adventurers: Almost by definition, half-elves have to make their
own way in the world, without a family or community to help
them. Thus, the adventurer's life appeals to many.
ATHASIAN HALF-ELF RACIAL TRAITS
Athasian half-elves have all the half-elven racial traits, except as follows:
-
+2 Dexterity. Half-elves gain some of the agility of their
elven parents.
-
Half-elves lose their +2 bonus against enchantment effects.
-
Immunity to sleep effects.
-
Inborn Power: Athasian half-elves gain 3 extra power points at
1st level, regardless of whether they choose a psionic class or
not. They can use the power points provided to manifest their
psionic charm power. If you take levels in a class that offers a
repertoire of psionic powers, simply add the 3 power points to
your power point total, and add your inborn power to your list
of powers known. Half-elves use their inborn powers at a
manifester level equal to their character levels. They use
Charisma to set the save DC unless they have levels in a psionic
class such as psion or psychic warrior that uses a different
ability score to set the DC. In that case, they choose either
Charisma or the psionic class's relevant ability score to set
the save DC.
At 5th level, half-elves gain an additional 3 psionic power
points and the detect hostile intent power. At 10th level,
half-elves gain an additional 5 psionic power points and the
danger sense power. At 15th level, half-elves gain an additional
7 psionic power points and the aura sight power. As with other
inborn powers, if the half-elf character has psionic classes
that provide knowledge of higher-level powers, simply combine
the power points and inborn powers known with those attained
from the class.
-
+2 racial saving throw bonus against illusion spells or
effects, due to the discernment that is part of their elven
heritage.
-
Automatic Languages: Common. Bonus Languages: Any (other than
secret languages, such as Druidic).
-
Favored Class: Any.
-
Level Adjustment: +1.
HALF-GIANTS
Half-giants were force-bred into existence by the cruel
dragon-kings. Intended as a force of gigantic warriors and
laborers, half-giants are crosses between humans and giants.
With the creation of their race came also the inception of
strife, as with any people kept in bondage. Some half-giants
found that a relic of their forced breeding had engendered
within them a spark of secret power. So it is that some
half-giants flee their circumstances and seek new lands where
they are free to discover their own destinies.
Personality: For the most part, half-giants retain human
sensibilities. They are curious, interested in cooperation and
communication, and tend to be kind (of course, there are
exceptions). Because many half-giants are refugees from their
former days of bondage, where they could pass down few
traditions, they are quick to pick up the local tastes, morals,
customs, and habits of the area in which they settle down.
Physical Description: Half-giants typically stand from 7 to 8
feet tall and weigh from 250 to 400 pounds, with men noticeably
taller and heavier than women. Most half-giants have tightly
braided black hair with deep coppery complexions. Half-giants
often effect grandiose dress when they can afford to do so,
sporting fanciful or intimidating clothing. Half-giants have
longer lifespans than humans, achieving adulthood at about age
20 and usually living a little over a century.
Relations: Most other humanoids are put off by half-giants, due
to their abnormally large size. However, assuming introductions
can be made without violence, many find half-giants of good
alignments to be outgoing, kind creatures.
Alignment: Half-giants have a slight tendency toward good
alignments, but as always, there are bad apples whose hearts
have been twisted by slavery.
Half-Giant Lands: Enslaved half-giants live in the human cities,
where most are the property of templars. Those who've escaped or
were born free tend to live in settlements in the deepest parts
of hot deserts.
Religion: Freed half-giants, as a race, have a particular
disdain for religion, sometimes going out of their way to speak
badly of a dragon-king. It's not that they don't believe; it's
that they don't believe that a dragon-king has the best
interests of its worshipers at heart. Half-giants still in
bondage openly worship the dragon-king who rules them; some
truly believe in their hearts while others just go through the
motions.
Language: Half-giants speak Common, plus any languages their
masters taught them or that they learned in the wild.
Names: Half-giants have a childhood name and a given name,
usually given by friends or the community in which the
half-giant grew up. Most half-giant names reflect some aspect of
the desert that half-giants inhabit, although a few place names
are sometimes thrown in.
Adventurers: Half-giants have wandered far to found their
current desert settlements. For many, wanderlust is a way of
life, and seeking after glory, fortune, or even a life of high
adventure is something every half-giant can understand and
accept. Most half-giants, however, are content to stay in their
settlements and listen to the tales of far-away lands from those
who've adventured there.
HALF-GIANT RACIAL TRAITS
Athasian half-giants have all the half-giant racial traits, except as follows:
ATHASIAN HALFLINGS
Feral creatures who live in the few forests remaining in the
world of Dark Sun, the halflings of Athas are out of place in
the city-states of the Tablelands. Yet, like how a wild creature
held in a zoo can adapt to its surroundings, so too can a
halfling find adventure in the cities, as well as the deserts,
of Dark Sun.
Personality: Stories, song, and fine arts are of paramount
importance to halflings, who have a rich oral history and
collection of mythic tales. Halflings often feel sorry for
creatures who have to scrabble madly for water and food, as they
have little difficulty obtaining either in their forest homes.
This attitude sometimes appears patronizing to others.
Physical Description: On Athas, many halflings decorate their
skin with war-paint, tattoos, and piercings.
Relations: Halflings have a mixture of pity and curiosity about
the people of the city-states, but they're socially aware enough
to realize that they will always be a novelty to the larger
races. After they've been among humans and other races for a
while, most halflings overhear enough tales about cannibal
halflings to last a lifetime. However, most don't foul their
dealings with those they meet by telling them that most of those
stories are true.
Alignment: Halflings have no particular alignment preference,
although those who travel to the city-states have a tendency to
be more chaotic than those who remain in their forest homes.
Halfling Lands: Halflings are native to the Forest Ridge, a
wooded mountain range northwest of the city-states. There the
halflings have many villages and even larger settlements.
Religion: Halflings let their village druids tend to their
spiritual needs, although elemental clerics are not unheard of.
Rare indeed is the halfling who venerates a dragon-king.
Language: Halflings speak their own language. Those who travel
to the city-states pick up at least conversational Common from
traveling merchants and other envoys from the Tablelands.
Names: Halfling names reflect their tribal heritage, full of
aggressive consonants and references to the natural world.
Common appellations include Windborne Garkala, Kaishak
Treetopper, and Shethac Two-Streams.
Adventurers: Halflings usually have a reason for leaving their
forest homes beyond "I'm looking for adventure." Some are
voluntary exiles, others are (or were) attached to diplomatic or
trading missions, and some are on the run from a dark fate that
awaits them back in the forest.
ATHASIAN HALFLING RACIAL TRAITS
Athasian halflings have all the halfling racial traits, except as follows:
-
+2 Dexterity, +2 Wisdom: Halflings are quick, agile, and good
with ranged weapons. They also tend to be perceptive and
strong-willed.
-
Inborn Power: Halflings gain 3 extra power points at 1st
level, regardless of whether they choose a psionic class or not.
They can use the power points provided to manifest their
missive power. If you take levels in a class that offers a
repertoire of psionic powers, simply add the 3 power points to
your power point total, and add your inborn power to your list
of powers known. Halflings use their inborn power at a
manifester level equal to their character levels. They use
Charisma to set the save DC unless they have levels in a psionic
class such as psion or psychic warrior that uses a different
ability score to set the DC. In that case, they choose either
Charisma or the psionic class's relevant ability score to set
the save DC.
-
+2 racial bonus on Climb, Jump, and Move Silently checks:
Halflings are agile, surefooted, and athletic. At 5th level,
these bonuses increase to +4. At 10th level, a halfling can make
a standing long jump as if it were a running long jump and can
engage in accelerated climbing without suffering the -5 penalty.
At 15th level, the Climb, Jump, and Move Silently racial bonuses
increase to +8.
-
Automatic Languages: Halfling and Common. Bonus Languages:
Aarakocran, Ancient Halfling, and Pterran.
-
Favored Class: Druid.
-
Level Adjustment: +1.
ATHASIAN HUMANS
Humans are the dominant culture in the explored parts of Athas.
Among the races, they are known for their versatility and
willingness to adapt to the harsh realities of life on Athas.
Personality: Humans tend to be ambitious and individualistic:
even the tyranny of the dragon-kings hasn't stamped out human
diversity. Other races often don't know what to expect when
meeting a human for the first time, because predicting their
behavior based on cultural norms is difficult. "It's human
nature," they say with a shrug whenever humans take some action
for no apparent reason.
Physical Description: Humans on Athas tend to be dark-skinned
with brown or black hair, although exceptions exist. Templar and
noble humans tend to display the greatest variety of hair and
skin coloration.
Relations: Humans tend to get along well with the races they
comingle with (dwarves, muls, elans, and maenads), although
their friendly attitude sometimes seems patronizing.
Half-giants and thri-kreen are regarded as somewhat fearsome and
dangerous. Elves, and to a lesser degree half-elves, are
considered flighty and untrustworthy. Aarakocras, halflings, and
pterrans are viewed as fascinating and exotic.
Alignment: Humans have no natural alignment tendencies, although
the culture of each city-state pressures its inhabitants to
adopt the alignment of its dragon-king.
Human Lands: Most humans live in one of the seven city-states:
Balic, Draj, Gulg, Nibenay, Raam, Tyr, and Urik. Others live in
the smaller outposts and communities near oases in the desert,
and some few are part of hunter-gatherer tribes in the heart of
the wasteland.
Religion: Most humans worship (or at least venerate) the
dragon-king of the city-state where they live. Some few follow
the teachings of elemental clerics or join the druids in their
nature-worship.
Language: Humans speak Common, the trade tongue, which is by far
the most prevalent language on Athas. Most can read and
write - even slaves are taught basic literacy so they can read
various signs and inscriptions.
Names: For most humans, a single name suffices. Templars often
take an honorific based on their rank in the religious
hierarchy. Nobles also have a family name, which is generally
referred to after the word "of," as in "Agis of Asticles."
Members of a merchant house take the house's name as their own
last name. Freemen occasionally refer to their occupations to
avoid confusion, as in "Barek the Weaver."
Adventurers: Human adventurers tend to be daring and relentless
no matter why they're adventuring - whether for fame, fortune, or
belief in a cause. Their versatility makes them suited to any
class.
ATHASIAN HUMAN RACIAL TRAITS
Athasian humans have all the human racial traits, except as follows:
-
+2 any ability score, +2 any other ability score. As the most
varied race, humans have no consistent racial modifiers, but
every human has some innate talent.
-
Inborn Powers: Humans gain 3 extra power points at 1st level,
regardless of whether they choose a psionic class or not. Humans
may choose any 1st-level power from the psion/wilder power list
to become their inborn power, which they can manifest using
their power points. Only humans have the ability to choose - the
other races' choices are predetermined. If you take levels in a
class that offers a repertoire of psionic powers, simply add the
3 power points to your power point total, and add your inborn
power to your list of powers known. Humans use their inborn
powers at a manifester level equal to their character levels.
They use Charisma to set the save DC unless they have levels in
a psionic class, such as psion or psychic warrior, that uses a
different ability score to set the DC. In that case, they choose
either Charisma or the psionic class's relevant ability score to
set the save DC.
At 5th level, humans gain an additional 3 psionic power points
and a 2nd-level power from the psion power list. At 10th level,
humans gain an additional 5 psionic power points and a 3rd-level
power from the psion power list. At 15th level, humans gain an
additional 7 psionic power points and a 4th-level power from the
psion power list. As with other inborn powers, if the human
character has psionic classes that provide knowledge of
higher-level powers, simply combine the power points and inborn
powers known with those attained from the class.
-
Automatic Language: Common. Bonus Languages: Any (other than
secret languages, such as Druidic).
-
Favored Class: Any.
-
Level Adiustment: +1.
ATHASIAN MAENADS
Maenads are a race of wildly emotional creatures who are known
for the rare times that their legendary restraint breaks,
allowing a flood of emotional turmoil to surface, often in acts
of stunning bravery or violence. Maenads have a strong martial
bent, useful for venting the emotional boil they constantly
keep at bay.
Maenads know not the source of the spiritual anger they all keep
bottled away, but part of it is undoubtedly that, as a race,
they were trapped on a featureless demiplane of crystal and
dust by a higher power. Early in the year of Priest's
Contemplation, the dragon-king Andropinus escaped from his
banishment to The Black, bringing with him an army of maenads he
discovered during his imprisonment. At first, the maenad legions
conquered the city-state of Balic in Andropinus' name, but they
have since spread across the Tablelands. Not all owe allegiance
to Andropinus anymore, as the dragon-king seems more interested
in reestablishing his control over his old subjects than
considering the welfare of those he brought to Athas. Many
maenads who regarded Andropinus as a savior are now
disillusioned by his cruelty and saddened by the harsh land
that is their new home.
Personality: Maenads seem discreet and calm, even restrained and
undemonstrative, unwilling to use a sentence where a word will
do, and happier with a gesture if words can be dispensed with
altogether. Their apparent calm is at odds with their more fiery
reputation. However, in order to maintain a life in civilized
lands and even (or especially) among themselves, maenads must
practice a discipline of mental calm, lest the furies of their
racial memory break forth. They are slow to make friends for
this reason, but come to regard as family those that understand
and accept them despite their occasional lapses.
Physical Description: Maenads are tall and have a wiry strength,
standing about 5 1/2 to 6 1/2 feet tall, and typically weighing
145 to 220 pounds. Maenad men are the same height as, and only
marginally heavier than, maenad women. Maenads have no facial
or body hair, but usually wear the dark hair on their heads long
and braided. Their skin is dusted with a peculiar sparkle, as of
gem dust, giving them a striking luster in the right light. This
sparkle is a natural component of their skin, which is flecked
with tiny living crystals. Maenads possess grace and fine
features. They prefer heavier clothes, and armor, if possible. A
maenad achieves adulthood at about 25 years of age and can live
to be over 150 years old.
Relations: Maenads are most comfortable with humans, finding
their various temperaments similar to their own. They respect
the dwarven ability to hold a grudge, but they find halflings
rather silly. The other races they take as they find them,
although maenads are particularly taken with elves, because the
unconscious elven lightness of being is a balm to the maenad
spirit. Maenads don't dislike aarakocras or thri-kreen, but they
have a hard time understanding their ways.
Alignment: Maenads know that self-control is their best method
of living a fulfilling life. Thus, they lean strongly toward
law. Generally, they value and protect others' self control as
well as their own, and so are more often good than not.
Maenad Lands: Maenads mostly live near Balic in communities of
less than three hundred, where their well-hidden villages blend
into the desert wastes. They hunt game and are beginning to work
small farms on the fringe of Andropinus' territory. Maenads
encountered in other lands are usually refugees, warriors for
hire, or adventurers.
Religion: Some maenads still serve Andropinus, while others
respond to the entreaties of the druids or of elemental
clerics. Water clerics are particularly welcome among the
maenads, for maenad elders say their original homeland was an
archipelago teeming with life and sun.
Language: Maenads speak Maenadi, a language of strict grammar.
Chants play an important part in their songmaking and
literature. They have their own script, which looks surprisingly
similar to Elven.
Names: Maenad names are given and used much like human names.
Every maenad has at least one given name, and a family name.
Adventurers: Maenads take up adventuring out of a desire to
travel and see more of the world. Moreover, some maenads tend to
get along easier with other races less given to inner rage than
themselves. However, maenads also are adept with the sword and
some psionic power, and adventuring allows them to utilize these
skills.
ATHASIAN MAENAD RACIAL TRAITS
Athasian maenads have all the maenad racial traits, except as follows:
-
+2 Strength, +4 Charisma. Maenads tend to be physically fit,
and they have forceful personalities.
-
Automatic Languages: Maenadi, Common. Bonus Language: Elven.
-
Favored Class: Wilder.
-
Level Adjustment: +1.
MULS
Sterile crossbreeds of humans and dwarves, muls have great
stamina. Accordingly, the templars, noble families, and merchant
houses breed them as slaves. Many of the same attributes that
make them effective manual laborers serve them well in gladiator
arenas.
Personality: Muls often have gruff, taciturn personalities, seen
as a sort of social defense mechanism in the slave pits most
call home. Many lash out in spite whenever they can avoid the
consequences, having never known a friend or companion. Those
muls who have escaped the toil of the typical slave (usually by
excelling as a gladiator, being set free, or escaping) handle
social situations better, but most remain wary of strangers and
anyone who hasn't proven their trustworthiness.
Physical Description: Muls have a fast metabolism, so most of
them are squat and muscular, with broad shoulders and very
little body fat. Were it not for their pronounced brow ridges,
slightly pointed ears, and lack of body hair, they could pass
for human.
Relations: Muls are somewhat antisocial, but they don't have a
particular enmity for any race. They get along slightly better
with their forebears (humans and dwarves) and half-giants, who
are often fellow slaves.
Alignment: The taskmaster's whip has instilled a lawful attitude
in most muls, although those who have fled from slavery are
usually chaotic (ex-slaves almost always have a hard time with
authority figures). Mul slaves who are treated poorly - which are
almost all of them - can nurture such hatred and spite in their
hearts that they become evil.
Mul Lands: Muls have no culture of their own; they're entirely
products of the city-states where they're bred. Some escaped
slaves make a home for themselves among the desert tribes, but
because no mul can start a family, they have no place to call
their own.
Religion: Most muls are heavily indoctrinated into the worship
of whichever dragon-king rules the city-state where they were
born. Like half-giants, some enthusiastically take to the state
religion, while others curse it under their breath each day.
Language: Muls are taught Common in the slave pits. If they
learn other languages, it's often from captured slaves.
Names: Muls favor one simple name, generally a human one. They
don't have families, so they don't take last names except in
unusual circumstances. To avoid confusion, some muls will add an
appellation such as "Rikus the Gladiator" or "Kalaa the
Stone-Grinder."
Adventurers: Muls generally come to the adventurer's lifestyle
in one of three ways. Some escape slavery and must remain one
step ahead of their former masters. Others win their freedom
through luck or skill - often by success in the gladiator arena.
Finally, some are former soldiers under the command of the
dragon-kings or in the pay of the merchant houses.
MUL RACIAL TRAITS
-
+2 Strength, +4 Constitution. Muls are strong and known for
their great stamina.
-
Medium: As Medium creatures, muls have no special bonuses or
penalties due to their size.
-
Mul base land speed is 30 feet.
-
Hardy: Muls need only half as much rest to eliminate the
effects of fatigue and exhaustion.
-
Faster Natural Healing. Muls heal damage at twice the normal
rate, recovering 2 hit points per level per day. At 10th level
they gain fast healing 1, and at 15th level they gain fast
healing 3.
-
Inborn Power: Muls gain 3 extra power points at 1st level,
regardless of whether they choose a psionic class or not. They
can use the power points provided to manifest their offensive
prescience power. If you take levels in a class that offers a
repertoire of psionic powers, simply add the 3 power points to
your power point total, and add your inborn power to your list
of powers known. Muls use their inborn power at a manifester
level equal to their character level. They use Charisma to set
the save DC unless they have levels in a psionic class such as
psion or psychic warrior that uses a different ability score to
set the DC. In that case, they choose either Charisma or the
psionic class's relevant ability score to set the save DC.
-
Automatic Language: Common. Bonus Language: Dwarven.
-
Favored Classes: Fighter.
-
Level Adjustment: +1.
ATHASIAN PTERRANS
Reptilian creatures from the Hinterlands, pterrans are a rare
sight among the city-states of Athas. A massive earthquake in
the year of Desert's Fury shook pterran society out of its
isolation; many young pterrans now leave their villages and
explore the strange wonders of the rest of Athas.
Personality: Pterrans tend to be wary and subdued at first
meeting, and most never get used to the stares of every
passerby. Among other pterrans and trusted friends, though, most
pterrans are open and caring. They have a subconscious
politeness of demeanor, giving thanks for the smallest
kindness.
Physical Description: Pterrans stand about 5 1/2 to 6 feet tall,
and have light brown, scaly skin, three-fingered talon-like
hands (with opposable thumbs) and three-toed feet. Vestigial
leathery flaps of skin hang down under their thin arms. Their
snouts are beaklike and long, and their narrow heads and long
necks give them a birdlike profile.
Relations: Pterrans have been isolated long enough that they
don't have any particular racial friendships or enmities, with
two exceptions. The pterrans' villages have suffered from
thri-kreen raider attacks of late, making the average pterran
regard thri-kreen as dangerous bandits. Halfling culture and
pterran culture have many parallel spiritual aspects, so
pterrans get along well with halflings.
Alignment: Pterrans have an ingrained tendency to make
sacrifices for the welfare of others, so most are good. They
show no proclivity toward law or chaos.
Pterran Lands: Lost Scale and Pterran Vale are the two known
pterran villages. All pterrans hail from there.
Religion: Pterran druids wield great spiritual influence in Lost
Scale and Pterran Vale, and most pterrans celebrate the "Earth
Mother" with brief prayers and ceremonies several times a day.
Pterran travelers generally find worship of the dragon-kings
distasteful, although they might swallow their abhorrence for
the sake of politeness.
Language: Pterrans have their own tongue, but they're the only
ones who use it. They've begun teaching Common to everyone in
the community so they can better deal with the outside world.
Names: Pterrans use family names first, followed by a personal
name that's often descriptive rather than abstract (Ptellac
Coldeye, for example, is the brother of Ptellac Greentail and
Ptellac Flinttooth). Few Athasians understand the distinction,
however, and call their pterran companions by their family
names.
Adventurers: Pterran culture is actively sending out young
members of the community to learn more about the world. Pterran
PCs are likely part of this wave of travelers.
ATHASIAN PTERRAN RACIAL TRAITS
-
+2 Strength, +2 Constitution, -2 Wisdom. Pterrans are
physically powerful, but not particularly observant or willful.
-
Medium: As Medium creatures, pterrans have no special bonuses
or penalties due to their size.
-
Reptilian: Pterrans have the reptilian subtype.
-
Pterran base land speed is 30 feet.
-
+5 natural armor bonus: The thick skin and scales of a pterran
make them difficult to harm.
-
Natural attacks: A pterran can attack with two talons, dealing
1d4 points of damage each, or he can use a weapon in his talons.
He can also attack with his bite as a secondary attack, dealing
1d3 points of damage.
-
Because of their tails, pterrans have a +4 racial bonus on
Balance and Jump checks.
-
Inborn Power: Pterrans gain 3 extra power points at 1st level,
regardless of whether they choose a psionic class or not. They
can use the power points provided to manifest their burst
power. If you take levels in a class that offers a repertoire of
psionic powers, simply add the 3 power points to your power
point total, and add your inborn power to your list of powers
known. Pterrans use their inborn power at a manifester level
equal to their character levels. They use Charisma to set the
save DC unless they have levels in a psionic class such as psion
or psychic warrior that uses a different ability score to set
the DC. In that case, they choose either Charisma or the psionic
class's relevant ability score to set the save DC.
-
Automatic Languages: Pterran and Common. Bonus Languages:
Giant and Gith.
-
Favored Class: Barbarian.
-
Level Adjustment: +2.
THRI-KREEN
Mantislike creatures from the desert wastes, the thri-kreen are
the most alien of the PC races in Dark Sun. They are pack
predators with six limbs, a poison bite, and an obsession with
hunting.
Personality: Thri-kreen have a pack mentality, and they're
always concerned with their position in the "clutch." This
makes them good team players, but a thri-kreen in charge expects
his orders to be followed without question. Thri-kreen place
great importance on knowing where their next meal is coming
from. Because they wander in packs, thri-kreen rarely have any
possessions they can't easily carry on their backs. They also
don't object to eating other intelligent races if no other food
source is available. Some thri-kreen hunting packs say elves are
particularly delicious.
Physical Description: They have one set of legs they use for
locomotion and two pairs of arms for manipulation. They have
short antennae, multi-faceted eyes, and a yellow, brown, or gray
exoskeleton.
Relations: How a thri-kreen relates to others depends entirely
on whether they're members of his clutch; thri-kreen apply
notions of clutch allegiance to almost every social situation. A
thri-kreen will leap to the defense of a clutchmate without
question, but anyone outside the clutch is a potential rival.
Alignment: Thri-kreen respect the order of the clutch, so most
tend toward a lawful alignment. Thri-kreen don't think of the
world in the absolutes of good and evil as do other races, and
so they have no tendency toward one or the other (nor even to
neutrality).
Thri-Kreen Lands: Beyond the Jagged Cliffs, north of the
city-states, are the great mantis-cities of the tohr-kreen, a
settled, civilized group of thri-kreen. Most thri-kreen have no
permanent communities, wandering wherever good hunting takes
them.
Religion: Thri-kreen find worship of the dragon-kings puzzling,
because the dragon-kings don't look after their worshipers the
way a clutch leader should. Elemental clerics are respected for
their power. Thri-kreen often come into conflict with druids;
to a thri-kreen, the animals druids want to protect and
preserve are merely tasty meals.
Language: Thri-kreen have no lips and a different tongue than
humans have, so they can't make the following sounds: p, b, f,
v, m. Their own language, Thri-Kreen, includes a series of
clicks and pops that humans have a hard time imitating.
Thri-kreen also supplement their verbal communication by
emitting pheromones; the pheromone "vocabulary" has only vague,
general meanings, but the faint smells enable thri-kreen to
express fine shades of meaning and cultural idioms. Only
creatures with scent can make out thri-kreen pheromones, and
they only understand their meaning if they speak Thri-Kreen.
Names: Thri-kreen have single names that have many glottal stops
(denoted with apostrophes) and hard consonant sounds.
Adventurers: Thri-kreen are well suited to the adventurer's
life: they're mobile, effective in a fight, and they have a
number of useful racial abilities. Furthermore, their
clutch-based way of looking at social situations means that they
fit in better with a small, egalitarian group than they do a
large hierarchy or a teeming city-state.
THRI-KREEN RACIAL TRAITS
-
+2 Strength, +4 Dexterity, +2 Wisdom, -2 Intelligence, -4
Charisma. Thri-kreen are strong and quick, but they think
differently than most humanoids, and have a hard time relating
to folk of other races.
-
Medium: As Medium creatures, thri-kreen have no special
bonuses or penalties due to size.
-
Thri-kreen base land speed is 40 feet.
-
Immunity to sleep. Since thri-kreen do not sleep, they are
immune to magic sleep effects. A thri-kreen spellcaster still
requires 8 hours of rest before preparing spells.
-
Darkvision: Thri-kreen can see in the dark up to 60 feet.
-
+3 natural armor: A thri-kreen's exoskeleton is resistant to
blows.
-
Multiple Limbs: Thri-kreen have four arms, and can take the
Multiweapon Fighting feat instead of
the Two-Weapon Fighting feat. Thri-kreen can also take the
Multiattack feat. These are not bonus feats: thri-kreen
characters must spend feat slots to learn these feats.
-
Natural Attacks: Thri-kreen can attack with four claws and a
bite. The claws deal 1d4 damage, and the bite is a secondary
attack (-5 penalty on the attack roll, and half Strength bonus
on the damage roll) that deals 1d4 damage. A thri-kreen can
attack with a weapon (or multiple weapons) at the normal attack
bonus and make either a bite or claw attack as a secondary
attack. For example, a thri-kreen ranger with the Multiweapon
Fighting feat and armed with three short swords could attack
with all three swords at a -2 penalty (the normal penalty for
fighting with multiple weapons while using light weapons in its
off-hands), and also make a bite attack at a -5 penalty.
-
Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage
paralysis, DC 11 + Con modifier. A thri-kreen produces
sufficient poison for only one bite per day.
-
Leap (Ex): Thri-kreen are natural jumpers. They gain a +30
racial bonus on Jump checks.
-
Weapon Familiarity: The gythka and chatkcha are martial
weapons for thri-kreen.
-
Naturally Psionic: Thri-kreen gain 1 extra power point at 1st
level, regardless of whether they choose a psionic class or
not. They do not gain an inborn power as other races do, instead
receiving a number of psi-like abilities.
-
Psi-like Abilities 3/day - chameleon, know direction and location;
1/day - greater concealing amorpha, metaphysical claw. These abilities
are as the powers manifested by a wilder of 1/2 the thri-kreen's
Hit Dice (minimum 1st level).
-
Monstrous Humanoid Hit Dice: Thri-kreen are 2 HD monstrous
humanoids before adding any class levels. A thri-kreen
character has 2d8 racial Hit Dice, and receives maximum hit
points on his first racial Hit Die (but not his first class Hit
Die). A thri-kreen's racial Hit Dice also provide a +2 base
attack bonus and base saving throws of Fort +0, Ref +3, and Will
+3.
-
Racial Skills: A thri-kreen's monstrous humanoid Hit Dice
grant him skill points equal to 5 × (2 + Int modifier, minimum 1).
Class skills for these skill points are Balance, Climb, Hide,
Jump, Listen, and Spot.
-
Racial Feats: Thri-kreen gain Deflect Arrows as a racial bonus
feat. A thri-kreen's monstrous humanoid levels grant it one feat
(although thri-kreen with class levels gain feats based on its
total Hit Dice, just like any other character).
-
Thri-kreen receive a +4 racial bonus on Hide checks in sandy
or arid settings.
-
Automatic Languages: Thri-Kreen and Common. Bonus Language:
Giant and Halfling.
-
Favored Class: Psychic warrior.
-
Level Adjustment: +2.
EXILED DWARVES
Losing too many ancestral holdings to feral humanoids and their
giant allies, the dwarves find all their great tales, records,
and clan histories lost or destroyed. Estranged from their
ancestors and the earth that holds them, the dwarven reliance on
tradition weakens. This loss impacts the race deeply, both
physically and mentally. No longer a subterranean race tied to
the earth by bonds of history, they begin losing their affinity
for natural stonework, their stony resilience, and their
rocklike stability.
Ever an industrious and inventive people, the dwarves dedicate
themselves to reclaiming everything they lost with all the rugged
determination one expects from their race. Although initially
softened by being severed from their past, the dwarves work the
toughness back into their frames through hard work and
dedication. Stoking the fires within themselves instead of the
forge, they learn to turn the emotional turmoil of their loss
into yet another weapon. No matter how much they gain to
compensate for their loss, every dwarf has but one dream: to use
these new tools to reclaim their old position within the earth,
that they may cast aside these crutches and return to the way
things should be.
EXILED DWARF RACIAL TRAITS
Exiled dwarves have all the dwarven racial traits, except as follows:
-
Exiled dwarves lose the following abilities:
Darkvision; Stonecunning; Stability; +2 racial bonus
to resist poison; +2 racial bonus to resist magic.
-
1 extra feat at first level. As dwarves have lost much of
their natural stubbornness and become more open to new ideas.
-
+2 racial bonus on attack and damage rolls against orcs and
goblinoids (this is instead of the usual +1 bonus). Now more
than ever, dwarves strive to eradicate those who drove them from
their homelands.
-
+6 dodge bonus to Armor Class against monsters of the giant
type, instead of the usual +4 bonus.
-
Favored Class: Barbarian. A multiclass dwarf's barbarian class
does not count when determining whether he takes an experience
point penalty for multiclassing. Dwarven
vengefulness and rage now suits the race more than the
discipline of hardened fighters.
DECLINING ELVES
Elves find the magic that once so freely ran through their veins
inexorably waning. The words of power now come no more easily to
them than any other race. To make matters worse, it is this same
magic that sustained them through the centuries. Cut off from
its flow, elves now wither and age at a horrifying rate, robbing
them of precious decades to study ever more difficult magical
lore.
However, they still retain their culture and traditions, and
elves are known as much for their swordwork and archery as they
are for their spellcraft. Death's unprecedented proximity sparks
a passion such as the elves have never known, and they throw
themselves into the refinement of their martial skills with the
fervor of those about to enter a battle they know they cannot
win but are determined to die fighting.
DECLINING ELF RACIAL TRAITS
Declining elves have all the elven racial traits, except as follows:
-
Declining elves lose the following abilities:
Immunity to sleep effects; Racial bonus to saves against
enchantment spells or effects; Lifespan: elves now age as half-elves;
Elves can no longer enter their restful trances and must sleep
8 hours a day like other races.
-
Weapon Focus: Elves receive the Weapon Focus feat in one melee
and one ranged weapon. These weapon choices must come from the
weapons elves receive free Martial Weapon Proficiency in
(longsword, rapier, longbow, shortbow).
-
Favored Class: Ranger. A multiclass elf's ranger class does
not count when determining whether he takes an experience point
penalty for multiclassing. With the decline of their
natural magical power, elves embrace the power of their beloved
wilderness even more tightly.
TECHNO GNOMES
These prank-loving tinkerers are similar to elves in that they
have a mix of magical and mundane abilities. However, a series
of dramatic scientific advances brings the race into a new age
of technological enlightenment. In embracing their new sciences,
they allow their innate magical powers to wither.
As their scientific skills increase, gnomes lose their interest
and pleasure in illusions, and they find their natural affinity
for such magic evaporating. However, their increased
inventiveness and mechanical skill compensate for such a loss.
TECHNO GNOME RACIAL TRAITS
Techno gnomes have all the gnome racial traits, except as follows:
-
Techno gnomes lose the following abilities:
Bonus to saves against illusions; +1 to the DC to all
illusion spells cast by gnomes; All spell-like abilities.
-
Alertness: Gnomes gain the Alertness feat for free at 1st
level. No longer able to tell instinctually what is real and
what is an illusion, gnomes sharpen their already acute senses.
-
+2 racial bonus to Craft, Disable Device, and Open Lock
checks: As gnome technological prowess far outstrips any other
race's, they have an innate understanding of all things
mechanical.
-
Favored Class: Rogue. A multiclass gnome's rogue class does
not count when determining whether he takes an experience point
penalty for multiclassing. The rogue class presents many
more opportunities for gnomes to put their newly honed knowledge
of mechanical devices to work.
UNSHELTERED HALFLINGS
Halflings don't have much in the way of magical ability, but
they certainly seem to live charmed lives. Strangely resilient
to fear and often able to escape the dangerous repercussions of
rash decisions, halflings possess a mix of abilities that allow
them to glide through life without thought to
consequences - assuming they don't get too foolish, of course.
However, with the advent of some great calamity or racial
awakening, this supernatural luck is the first thing to go.
Suddenly faced with dangers that fate previously shielded them
from, the halflings become a more somber, less carefree people.
Now they have reason to consider their actions, to use
forethought, and to fear.
No longer graced with supernatural protection, these unsheltered
halflings must quickly learn how to provide protection for
themselves or cease adventuring altogether. Since reclaiming the
race's former favor from fate could be the greatest adventure of
all, few let such hard training deter them.
UNSHELTERED HALFLING RACIAL TRAITS
Unsheltered halflings have all the halfling racial traits, except as follows:
-
Unsheltered halflings lose the following abilities:
Racial bonus on saving throws; Morale bonus to resist fear.
-
Dodge: Halflings gain the Dodge feat for free at 1st level, as
they are forced to rely more on themselves to stay out of harm's
way.
-
Bonus Feat: At 3rd level, halflings select one of the
following feats to gain as a bonus feat: Iron Will,
Lightning Reflexes, or Great Fortitude. No longer relying on
their innate luck, halflings develop more potent defenses.
COMPLACENT HUMANS
In their minds, the humans have won. The frontiers have been
explored, the wilds tamed, and every perceived enemy defeated.
With their peaceful cities expanding and the wealth of the
world's farthest reaches flowing eagerly in. the pinnacles of
human achievement have been reached.
Decadence and complacency are swift to take root in the human
soul. Confident in the power they hold and the riches they've
earned, human civilization shifts, resting on its laurels rather
than fighting to protect what it has. This decadence leads to
some great advances, since money buys humanity not only luxury,
but fine education in both physical and mental pursuits.
However, these scholars and athletes lack the drive of their
predecessors and accomplish much only because of the advantages
their situation grants them, not because of their own
excellence.
COMPLACENT HUMAN RACIAL TRAITS
Complacent humans have all the human racial traits, except as follows:
-
Complacent humans lose the following abilities:
Bonus feat at 1st level; Bonus skill points at 1st and subsequent levels.
-
Apply a +2 racial bonus to one ability score. Decadent humans
are known to train their bodies for sport and beauty, or their
minds for intellectual debate, but they no longer care much for
the real world applications of their abilities. Thus they tend
to be talented, but not particularly accomplished.
-
Favored Class: Bard. A multiclass human's bard class does not
count when determining whether he takes an experience point
penalty for multiclassing. With a definite preference for
style over substance, humans make skilled but uncommitted bards.
GLIMMERFOLK
The glimmerfolk are a planetouched race, native to the Material
plane where they live in eerie forests infused with radiant
energies. They are fiercely isolationist and have little contact
with other peoples.
Glimrrierfolk are taller but slighter than humans. They have
deeply tan skin, ranging from brown to bronze. Their hair color
can be of any of the fairer shades that occur in humans, while
their eyes are night-black with tiny, flickering lights of many
colors. Their lifespans are also similar to those of humans.
Glimmerfolk garments, weapons, and other equipment are always of
excellent quality and artistic design, and are extremely well
cared for, frequently appearing new.
Glimmerfolk are a civilized, learned race, but their xenophobia
can make them distrustful and dangerous. They follow a prince, a
hereditary office passed down from father to eldest son.
Glimmerfolk children do not have nimli. At puberty each child
goes on a solo "walkabout" called the Bright Journey. A small
number do not survive, but the rest return with their full
complement of nimlis and are considered adults.
Glimmerfolk are usually encountered in their forests and are
not hospitable to strangers. Rare glimmerfolk found in the
outside world have usually been sent by the prince and his
council, either for diplomatic purposes or on a quest to find
items or information needed by the glimmerfolk. Even more rare
are runaways, glimmerfolk who turn their backs on their people
and their home to explore the world. These free spirits are
considered outlaws and are shunned.
The glimmerfolk live in a wide variety of communities: large
forest cities, smaller towns, family estates, and druidic
enclaves. They love art and poetry, as well as the natural
beauty of their forest, but see all other races (with the
possible exception of elves and fey), as threats to that
beauty.
Glimmerfolk strive for excellence in all they do, be it art,
magic, or warfare. They are usually well organized and work well
together, using both their martial talents and their spellcasting
abilities to protect themselves and their forest.
GLIMMERFOLK RACIAL TRAITS
-
+2 Dexterity, -2 Strength. Glimmerfolk have an otherworldly
grace that stems from their planar heritage, but they possess a
frailty that makes them ill suited to the harshness of the
natural world.
-
Medium size.
-
A glimmerfolk's base land speed is 30 feet.
-
Low-light vision.
-
Immunity to pattern effects.
-
+2 racial bonus on Perform checks.
-
+4 racial bonus on saving throws against spells of the shadow
subschool or with the darkness descriptor.
-
Nimlis (Sp): All adult glimmerfolk have little globes of
immaterial colored light; about 2 inches in diameter, which
float within 1 foot of them at all times. These lights are
called nimlis and are an extension of a glimmerfolk's life
force. Nimlis' slowly orbit glimmerfolk in random paths, usually
just above their shoulders. Nimlis are a natural part of the
glimmerfolks' existence and are thought of in the same terms most
races consider hair color.
A nimli glows with a constant light equivalent to a candle. Since
several lights usually surround them, glimmerfolk suffer a -2
penalty on Hide checks for each nimli they have active. Nimlis
do not interfere with spells such as mirror image or invisibily.
As a standard action, a glimmerfolk can use one or more of her
nimlis to cast a spell. Doing so causes the nimli to "burn out,"
fading from existence until the glimmerfolk has a chance to rest
for at least 8 hours. After that time, any used nimlis reappear.
A glimmerfolk using one of her nimlis can reproduce the effects
of the spells dancing lights, daze, or flare. By using two
nimlis, a glimmerfolk can cast color spray or magic missile. By
burning all three nimlis, a glimmerfolk can cast mirror image.
-
Automatic Languages: Sylvan. Bonus Languages: Auran, Common,
Elven, Gnoll, Gnome, Goblin, and Orc.
-
Favored Class: Ranger.
CYCLOPEANS
Legends speak of a enigmatic race of giants known as the
cyclopes. Similar to hill giants in many ways, these brutes had
one unique trait: single eyes situated in the middle of their
foreheads. Cyclopes lived in an uneasy peace with other giants,
with the one-eyed beings losing battles more often than winning.
Over time, cyclones lost the majority of their territory,
forcing them to move farther into the wilderness or closer to
the settlements of humanoid races, particularly humans. In most
of these collisions of cultures, the humanoids treated
cyclopes with fear and suspicion, resulting in the slow decline
of the cyclopes population. Over the centuries, as the
cyclopes died off, other races came to regard them as nothing more
than a myth.
However, pockets of these giants survived in the wilderness and
along the rocky crags of forbidding shores. Tales persisted of
sailors running afoul of cyclopes living on isolated islands.
Most of these stories ended poorly for the sailors, but some
tell of a cyclops who would trade a glimpse into the future for
goods or favors. In one story a flood of refugees fled their
city during a siege and sought out the ancient cyclops, Menta
the Wizened. Menta foretold of great doom and despair for many
of the refugees, but eventual revenge against their attackers.
His prophecy came true, and the grateful survivors deified Menta
and made his home a sacred place.
Worshippers and omen seekers often visited the island, and Menta
took some as mates. His children, although smaller and weaker
than the giant who begat them, slowly spread throughout the land
and became a viable race in their own right. These first
cyclopeans retained both their ancestor's ability to look into
another person's future, as well as a deep passion for solitude
and respect for nature. Most of these cyclopeans stayed close to
the sea, doing their best to remain hidden from others. They
made peaceful contact with gnomes, fey, and the rare dwarven
clans who regarded cyclopeans with curiosity.
Although most cyclopeans consider Menta the father of their
race, other myths persist that tell of tribes that descended
from other cyclopes. Known as the feral-kind, these cyclopeans
are violent and savage, like many other types of giants. While
most cyclopeans descended from Menta wish only to live in
peace, their brethren make life difficult for the race, attacking
innocent travelers who roam too close to their caves and hovels.
Today, the two cyclopean branches form a minor, fragmented race,
eking out an existence among more numerous humanoids.
Rumors persist that some cyclopeans see visions of their races
ultimate fate - but none, even under pain of death, reveal what
the future holds for their kind. Some sages speculate that the
cyclopeans face a slow, agonizing extinction as their
bloodline runs dry, although hints abound of the race gaining
greater glory and respect.
Optimistic - some say naive - cyclopean adventurers dedicate
themselves to increasing their race's beleaguered status. The
boldest make quests to locate the few remaining cyclopes in hope
of bringing power to their ailing race. The most fervent even
believe Menta lives and waits for his children to return to
him, and they scour the world seeking him.
Personality: Introspective and thoughtful, Menta cyclopeans
often take a long-term view. Because of their ability to look
into the future, cyclopeans often seem lost in thought, spending
more time "looking forward" than paying attention to the
world of the present. Even if not actively using their future
sight, most cyclopeans spend their time mulling over other
creatures' fates and what those creatures mean in the scheme of
the universe. To others, a cyclopean might seem distracted and
absent-minded, and often needs coaxing to pay attention to
matters at hand. Otherwise, the relatively peaceful and
withdrawn cyclopeans strive to live in harmony with their
surroundings. Often witnesses to the folly in others, they
maintain a fatalistic attitude toward life that makes them
stoic and unemotional. They know of the future's eternal flux
and that patience and calm help them survive turbulent times - they
believe that if one waits long enough, new possibilities always
emerge.
Their unique ability to see into the future creates two distinct
personality types among the peaceful Menta cyclopeans. One
type becomes deeply intrigned - almost obsessed - with the lives of
other sentient beings, peering into the future and watching
as their fates play out. Sometimes these cyclopeans befriend
beings they see as having interesting fates, guiding those
creatures with advice bestowed by their ability. The other type
of Menta cyclopean, haunted and overwhelmed by seeing the fate
of others, withdraws from society and seeks solitude. They
reveal their secrets only through bribes, coercion, or methods
of convincing them of the importance of their information.
Either way, many beings seek out cyclopeans in hope of finding
out what the future holds. Mosst Menta cyclopeans loathe
revealing too much and become angry or morose if asked to
often. Menta cyclopeans cherish those beings who learn to accept
them for more than their ability to see into the future.
Bitter and savage, the feral-kind cyclopeans use their great
strength and physical prowess to toy with victims before killing
them out of spite. These evil loners typically live close to
other humanoids in order to have plenty of "toys" to play with.
Feral-kind cyclopeans possess a dark and twisted view of the
world, seeing it as a place of hardship where only the strong
survive. They see their more peaceful brethren as weak and soft,
misusing their talents and heritage for pointless reasons.
Smarter feral-kind cyclopeans might even adopt the ruse of
acting like their more gentle brethren in order to lure the
naive and overly trusting.
Physical Description: Descended from the giant race of cyclopes,
these extremely tall humanoids stand just shy of large size at 7
to 8 feet. With wiry builds and ruddy, leathery skin, cyclopeans
weigh between 250 and 350 pounds. Both types of cyclopean
females generally wear their hair very long while the males
shave their heads bald. Elder male cyclopeans commonly tattoo
their smoothly shaved heads with intricate abstract patterns.
The higher the male's status, the more complicated the
tattoo.
Located immediately above the bridge of its nose, the
cyclopean's single eye is slightly larger than normal for a
humanoid of its size, and it requires far less blinking to keep
it moist and safe. Its eye always has a brilliant color
resembling a gemstone, with no two cyclopean irises sharing the
same color. Because of their single eye, cyclopeans lack depth
perception and few make use of ranged weapons, preferring to
hunt with spears and clubs, or to fish for their meal. This lack
of depth perception often causes them to ignore personal
space and move uncomfortably close to others, and it also makes
them nervous when people try to talk to them from far away.
Menta cyclopeans prefer to wear simple garb, such as tunics,
loincloths, or robes, which they often wear short in the dry, arid
regions that they commonly inhabit. They dislike bold and gaudy
adornment, although almost every Menta cyclopean wears a
necklace or other bit of tasteful jewelry made from natural
materials. Feral-kind cyclopeans wear animal skins and bits of
jagged metal, often culled from discarded or stolen armor.
Relations: Cyclopeans live close to the land, and as a result,
find themselves dealing most often with gnomes, dwarves, and
sylvan beings. Menta cyclopeans respect the privacy and
territory of other races and ask only the same in kind.
However, due to their future sight, other beings often seek out
cyclopeans in hopes of having their futures predicted. Some
tribes see little problem with this, trading information from
their visions for goods from other races. Other tribes dislike
the requests and demands of seekers who ask too much or too
often, and they turn their backs on anyone who gets too pushy.
Feral-kind cyclopeans, particularly those who live deep in the
wilderness, often find themselves dwelling side-by-side with
sylvan races, such as satyrs, pixies. and dryads. Occasionally,
this close proximity leads to violence, but the feral-kind
cyclopeans have lost enough warriors in the past that they
rarely start fights anymore. Most cyclopeans treat giants with
neutral attitude, knowing that they share a common
ancestry, but one they often wish to leave in the past. In
turn, giants, especially hill and stone giants, regard
cyclopeans with superstition and begrudging respect. Most giants
simply leave them alone, sensing the blood of the cyclopes
running in their veins. The more enlightened and intelligent
giants, such as cloud and storm giants, have a patronizing view
of cyclopeans, seeing them as a failed and dying bloodline
doomed to pass into obscurity.
The two cyclopean factions do not get along, their meetings
often ending in bloodshed. However, because their race lacks
numbers, few cyclopeans actively quarrel with their kin. At
best, Menta and feral-kind cyclopeans simply ignore each other
and strive to stay far away from each other's territory.
Alignment: The introspective Menta cyclopeans like to gather facts before
passing judgment, making most of them neutral or lawful
neutral. The far more savage and brutal feral-kind cyclopeans
tend more toward chaotic and evil behavior, although the
isolationists among them lean toward neutral evil.
Religion: Concerned with the natural rhythm of life and the
ebb and flow of fate in the universe, cyclopearis pay little
heed to most religions. Those who do pray to deities commonly
worship Obad-Hai (representing balance in nature), or Boccob
(the uncaring deity of magic). Cyclopeans with a violent bent
(which occurs most commonly among the feral-kind, but
occasionally among the Menta cyclopeans) worship Nerull or
Erythnul. Overall, however, cyclopeans like to make their
own judgment on matters and dislike those who preach to them or
make them targets of religious conversion. Regardless of their
beliefs, all cyclopeans possess deep convictions pertaining to
their heritage - the Menta cyclopeans believe Menta begat their
species, while feral-kind see themselves as the wronged
descendants of ancient cyclopes from long ago.
Language: Cyclopeans speak Giant as their natural tongue,
although those who live close to other races learn to speak
Common as well. Linguists note that cyclopeans speak a rather
brutish version of Giant with a lyrical tone to their voices, a
trait that most other beings find slightly hypnotic. Ocular
imagery and numerous phrases discussing fate and the future fill
the cyclopean dialect.
Names: As befitting their giant ancestry, cyclopeans have short,
simple names. They eschew familial names in favor of titles,
such as "the Dark Seer," "the Sullen," or "the Waywalker." Only
other cyclopeans (or sometimes the tribe as a whole) grant
such titles. Titles might change over time as cyclopeans
experience life-changing events. A few adopt the naming
conventions of other races, particularly dwarves and gnomes,
accepting this additional name as just another way to make
themselves out as individuals.
Male Names: Brengar, Corvor. Gorr, Merr, Tuffor, Ulbur, Warror.
Female Names: Emara, Kelara, Lessi, Nallo, Oova, Tamri, Veshe.
Adventurers: Rare but active, cyclopean adventurers leave the
safety of their rocky homes and sucumb to wanderlust. Menta
cyclopean adventurers typically become wizards - particularly
diviners - spending their time studying magic to better unravel
the tangled web of the future. Because of their tendency to hail
from wild and untamed lands, feral-kind cyclopeans favor the
barbarian class.
MENTA CYCLOPEAN RACIAL TRAITS
-
+2 Constitution, -2 Dexterity. Although quite sturdy, Menta
cyclopeans lack grace or coordination.
-
Medium: As Medium creatures, cyclopeans have no special bonuses
or penalties due to their size.
-
Cyclopean base land speed is 30 feet.
-
Darkvision: Cyclopeans can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like
normal sight. Menta cyclopeans function fine with no light at
all.
-
Future Sight (Su): Three times per day, a Menta cyclopean may
spend a full-round action to peer into the future of a creature.
This functions as the augury spell, except it does not
require any components and cannot predict the future of the
cyclopean himself. The cyclopean must touch the target creature
for the full round. The Menta cyclopean may only use this
ability once per creature per day.
-
Single Eye: Because they only have one eye, cyclopeans lack
depth perception. Cyclopeans suffer a -2 penalty on all ranged
attack rolls, Search checks, and Spot checks.
-
Automatic Languages: Common and Giant. Bonus languages:
Dwarven, Gnome, Sylvan, and Terran. Cyclopeans live close to
the earth and often learn the languages of those attuned to
it.
-
Favored Class: Wizard. A multiclass Menta cyclopean's wizard
class does not count when determining whether he takes an
experience point penalty for multiclassing.
Most cyclopean wizards become diviners,
using spells to augment their ability to peer into the future.
FERAL-KIND CYCLOPEAN RACIAL TRAITS
-
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence.
Just as clumsy as their Menta kin, feral-kind cyclopeans make up
for their lack of grace with considerable physical power.
However, they lack the cunning of their kin.
-
Medium: As Medium creatures, cyclopeans have no special
bonuses or penalties due to their size.
-
Cyclopean base land speed is 30 feet.
-
Darkvision: Cyclopeans can see in the dark up to 60 feet.
Darkvision black and white only, but it is otherwise like normal
sight. Feral-kind cyclopean function fine with no
light at all.
-
Glimpse the Future (Su): Feral-kind cyclopeans lack the full
future sight ability of their Menta cyclopean kind. Instead, they
can see brief snatches of the future that let them react to
danger better. Feral-kind cyclopeans get a +1 insight bonus on
Initiative checks and Reflex saves.
-
Single Eye: Because they only have one eye, cyclopeans lack
depth perception. Cyclopeans suffer a -2 penalty on all ranged
attack rolls, Search checks, and Spot checks.
-
Automatic Languages: Common and Giant. Bonus Languages:
Dwarven, Gnome, Sylvan, and Terran. Cyclopeans live close to
the earth and often learn the languages of those attuned to it.
-
Favored Class: Barbarian. A multiclass feral-kind cyclopean
barbarian's class does not count when determining whether he
takes an experience point penalty for multiclassing.
Already crude and dangerous,
feral-kind cyclopeans find it easy to enter berserker rage.
GRIPPLI
Grippli resemble small, intelligent, humanoid tree frogs.
Primitive and largely peaceful, grippli lead a simple existence.
Living off the bounty of the swamps and rainforests they
inhabit, they spend their days hunting insects and gathering
fruit. Warlike races that neighbor grippli settlements soon
learn to avoid them as, although they rarely attack anything but
insects, the grippli prove effective and mobile defenders of
their homes and keep few possessions worth the risk of
pillaging.
Grippli live in isolated family groups, clustered into loose
villages led by an elder priestess known as the tribe mother.
These families tend to be small, as the long-lived grippli
produce few offspring. Grippli devoutly follow the decisions of
the tribe mother. In theory. this elder priestess holds divinely
granted power over her village. In practice, she rarely exerts
that power, leaving the day-to-day leadership of the tribe to
its most experienced hunters, often elder males. Grippli tribes
require little governance in any case, each family making most
of its own decisions, barring religious matters and a
village-wide crisis or dispute.
Few grippli apply themselves as craftsmen or artisans. Simple
wood, stone, and vine creations make up the majority of the
weapons grippli use in hunting and defense, while they pass rare
metal weapons and tools down through the generations as
treasured heirlooms. Grippli rarely fashion even the simplest
trade goods and more rarely do their spellcasters craft complex
magic items, although potions, alchemical creations, and herbal
tinctures are quite common.
Unscrupulous traders sometimes take advantage of the grippli,
selling them worthless baubles in return for rare and valuable
herbs, unguents, and extracts from the deep jungle. The grippli
don't see themselves as getting taken advantage of, though.
They understand the value outsiders place on their purchases,
but they in turn prize brightly colored curios. Polished quartz,
vibrantly dyed cloths, colored glass, and eclectic collections
of foreign signs brighten the majority of grippli homes.
Besides the rare trader, the grippli deal only with the insects
they hunt and the giant snakes and spiders that hunt them. Such
giants seem to favor the taste of grippli flesh and frequently
attack grippli communities. Lizardfolk and kuo-toa also
sometimes hunt grippli, although both races have strict taboos
against eating the smaller humanoids' flesh. The enmity between
these races seems to date to their distant pasts, perhaps even
to some conflict between their gods.
The origins and history of the grippli are shrouded in mystery,
even to themselves. As grippli do not keep records, except for
those relevant to their worship, their past remains a subject of
conjecture and guesswork. The prevailing theory holds that
grippli exist now much as always, a humble race of peaceful
recluses content with what the land provides and the world they
know. This surprising peacefulness seems to stem from their
simple faith in their nameless froglike goddess. With the land
providing them all they need and a faith to further content
their modest lives, the grippli have had little need to change
over the centuries.
Personality: In the presence of strangers, grippli become
noticeably skittish. They usually climb the nearest tree and
hide upon spotting other humanoids or any other creature deemed
dangerous. Among their own kind or those they accept as friends,
grippli show their true character. Light-hearted and cheerful,
they value familial bonds and the simple pleasures of food,
games, rest, and shiny objects from the outside world. Other
humanoids sometimes perceive relaxed grippli as blase, even
lazy, but a relaxed grippli might snap to full alertness at a
moment's notice.
Although reluctant warriors, grippli are far from cowardly or
inept in combat. When forced to fight, they do so cunningly and
viciously, leaving surviving assailants with no doubt about the
danger of attacking again. Thus, tales of grippli fighting
ability keeps them safe from most of their enemies, as the
latter consider an assault upon the grippli's secluded homes not
worth the risk, assuming they can find the grippli in the first
place.
Physical Description: A typical grippli stands 2 to 2-1/2 feet
tall and weighs approximately 30 lbs, although the very old and
particularly powerful hunters might stand and weigh twice that.
A gripplis head and body appear similar to those of a giant
frog, but its hands and feet look humanlike. Grippli skin color
varies dramatically depending on their environment, ranging from
the brown-splotched green of swamp grippli to vibrant blues,
yellows, and reds of rainforest-dwelling tribes. Grippli
rarely wear clothing, although they often decorate themselves
with jewelry and trinkets that members of most other races
consider gaudy.
Grippli reach adulthood at 30 years and live to around 180 years
old, while females live slightly longer on average than males. A
female grippli gives birth at most six times in her life,
becoming fertile at roughly 25-year-intervals after she reaches
maturity.
Relations: Grippli rarely interact with outsiders, as they live
in the deepest regions of the wilds. If they have any outside
interaction, it is with individuals of other races, and almost
never on the level of a societal alliance. They sometimes
abandon their villages if other races begin settling too close.
When a grippli village does make contact with other races, wild
elves or fey often serve as intermediaries, as their strong
connection to nature makes the grippli more comfortable around
them. However, a grippli's purpose for contacting the outside
world rarely has anything to do with nature, as they enjoy
strange inventions, masterwork items, and other colorful and
shiny objects. As such, grippli sometimes entreat their allies
to seek out colonies of gnomes to trade with.
Grippli find dwarves and humans intimidating, too rarely
encounter halflings to form an opinion, and deeply fear anything
that smells of orc, half-orcs included. They similarly fear
giants and savage humanoids, particularly those who share their
habitat.
Grippli Lands: Grippli inhabit deep marshes and remote
rainforests, both since these areas hold the giant insects they
prey upon and keep them well secluded. They construct small
villages either on the ground or in the branches of large trees.
Occasionally, a grippli colony might take up residence in the
branches of an especially large treant or make a floating
community among a marsh's dense river vegetation.
Grippli villages consist of simple huts made from branches or
reeds. Most bear decorations, usually shiny objects, simple
religious totems, and woven flowering vines. Because the grippli
share their environs with many larger, more dangerous
creatures, their villages tend to be spread out and
semi-nomadic. If one area suffers an attack, all the grippli in
the village take to the trees and flee from branch to branch,
leaving their few valuables behind. Only when the entire tribe
is safely hidden do grippli warriors return to their village to
combat their attackers.
Hunting parties of grippli frequently roam the lands near their
homes, although their elusive nature and habit of traveling
through the trees makes them difficult to spot or track. These
hunts serve the dual purposes of scouting the land for signs of
intruders and bringing back the massive insects grippli eat or
offer to their goddess. Swift, organized, and quick to retreat
when outmatched, grippli hunting parties rarely come to harm or
even conflict in the deadliest parts of their tangled homes.
Powerful predators, especially green dragons, sometimes enslave
whole tribes of grippli. Such grippli usually accept their fate,
as their master's protection provides a more formidable defense
than any they could maintain. Only when shackled by an
especially cruel overlord do grippli make any attempt to
overthrow the creature or escape its domination.
Alignment: Their ties to nature and xenophobic tendencies cause
grippli to tend toward neutral alignments. Predisposed to
simple, relaxed lives with friends and family, the best grippli
seem generous and helpful, while the worst merely seem
indifferent. Thus, if a grippli deviates from a purely neutral
alignment, it's usually in favor of good, and only after the
most tragic incidents toward evil.
Religion: Grippli hold strong religious beliefs, although they
rarely explain their faith to outsiders. Their chief deity is a
nameless goddess, depicted in sculptures of wood and stone as a
bulbous frog with vibrant rainbow skin. Most outsiders believe
this amphibian deity to be nothing more than some strange,
primordial forest spirit, but grippli revere her as the center
of their religious lives.
More often druids than clerics, females almost exclusively
comprise the grippli clergy. Led by a community's tribe mother,
these priestesses make most of the decisions and solve the
disputes of the tribe, although they defer to the tribe mother
in all matters. Like a stern grandmother, the tribe mother holds
absolute authority over the community and speaks as the voice
of the goddess herself. Although she always keeps the best
intentions of her people in mind, the tribe mother holds many
secrets of her people's faith, which she reveals only to her
protege and only when the time of her death nears. The few
grippli clerics that exist most often serve abstract natural
powers rather than the grippli goddess.
Grippli accord seasonal and celestial events great religious
significance and mark them with elaborate religious celebrations
that all tribe members participate in. These frequent festivals
and general racial levity make it seem that grippli celebrate
frivolously, but they truly consider each event worth
commemorating. These festivals always culminate in large
ceremonies and offerings to the grippli goddess. To outsiders,
these ceremonies seem unusually extravagant as mountains of
insect flesh, often enough to feed an entire grippli community
for a season, are mixed with a strange pulpy paste and burnt as
massive offerings. Although no visitor, and perhaps no grippli
but the tribe mother, knows what this holy unguent consists of,
preparations of all offerings include liberal treatment with
this mixture.
Grippli don't keep their ritual celebrations secret from other
races - indeed, the arrival of fey visitors ranks high among their
reasons to celebrate. Unfortunately, most outsiders cannot
physically participate in these revels, which consist primarily
of climbing, swimming, and tree-hopping competitions and
amphibian-voiced songs.
In a dark undertone to peaceful grippli life, some sages
postulate that the grippli's nameless goddess might disguise an
ancient aspect of Blibdoolpoolp, goddess of the kuo-toa. If so,
the aspect venerated by the grippli presents itself as a far
more peaceful one, although there might lurk some more sinister
aspect to their worship than the grippli allow outsiders to
witness. Spider and snake creatures round out the grippli
religion as demons and evil spirits. The few grippli who know of
the deities of other races consider the spidery drow goddess
Lolth the chief enemy of their people, but she and her followers
pay the grippli little, if any, heed. Each grippli village also
venerates legendary hunters and priestesses, but none of these
mythic figures transcend the boundaries of individual tribes.
Language: Throaty and guttural, grippli language consists of a
wide range of croaks and rumbling words, all of which sound
roughly the same to other humanoids. Although other races might
learn the grippli language, they cannot truly master it without
the aid of magic. The common grippli knows no written language,
although the priestesses of a community know and read
Undercommon. Writing, however, is strictly taboo and only the
tribe mother may create any record.
Names: Grippli receive no surnames, although those who travel
extensively often pick up nicknames from other races. These
nicknames sometimes reflect an individual grippli's abilities
or personality. More often than not, these nicknames reflect the
other humanoids' notions of grippli as sharing traits with
non-humanoid amphibians. Grippli do not place much importance on
names, as they identify each other more by sight than by words.
Many struggle to remember the names of non-grippli but have no
trouble differentiating between individuals by other means.
Male Names: Brillup, Bullgup, Chirk, Labllup, Quortle, Rublup,
Willup.
Female Names: Bellum, Kaillum, Que, Quon, Ruue, Toum, Wuon.
Nicknames: Buldgeeye, Deepcroak, Duskskipper, Ponddiver,
Tonguesticker, Treeskipper, Widefingers.
Adventurers: Survivors of devastated grippli villages most often
become adventurers. Having lost their original tribes, they
wander to find new meaning and are forced to overcome their
fears of the outside world. Other grippli rarely take to life on
the road. Those who do earn their keep with their agility,
climbing ability, wilderness expertise, and in some cases, with
their willingness to accept payment that other adventurers would
consider beneath notice.
Occasionally, a young grippli might become taken with the shiny
baubles of the outside world and go adventuring in search of
more. If he survives, such a grippli usually retires to his
village at a relatively young age, as he is motivated more by
wanderlust and curiosity than by greed.
GRIPPLI RACIAL TRAITS
-
+2 Dexterity -2 Strength: Grippli are nimble and quick, but
slight. Well adjusted to darting through trees and lurking in
the underbrush, grippli avoid direct confrontation and exertion.
-
Small: As a Small creature, a grippli gains a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but he uses smaller weapons than humans
use, and his lifting and carrying limits are three-quarters of
those of a Medium character.
-
Grippli base land speed is 20 feet. Grippli have a climb speed
of 20 feet granting them the usual +8 racial bonus on Climb
checks.
-
Low-Light Vision: A grippli can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. He retains the ability to distinguish color and
detail under these conditions.
-
Weapon Familiarity: Grippli treat bolas and nets as martial
weapons rather than exotic weapons.
-
+1 racial bonus on attack rolls against vermin: Grippli are
trained to hunt insects of all sizes as they are their food of
choice.
-
+4 dodge bonus to Armor Class against monsters of the animal and
vermin types: This bonus represents special training grippli
undergo while on the hunt, learning techniques that allow them
to avoid the attacks of a variety of natural predators. Any
time a creature loses its Dexterity bonus (if any) to Armor
Class, such as when it's caught flat-footed, it loses its dodge
bonus, too.
-
+2 racial bonus on saving throws against poison: Although not
themselves poisonous, grippli have a high resistance against
toxins.
-
+4 racial bonus on Jump checks: Grippli are natural leapers,
often jumping from tree to tree. In addition, grippli treat all
Jump checks as though they have a running start.
-
+2 racial bonus on Move Silently checks: Grippli are taught
from a young age how to slink through their verdant homes and
avoid detection by predators.
-
Illiterate: Grippli, even wizards,
cannot read or write without devoting skill points to
languages. A grippli of any class can learn to read and write
one of his starting languages by devoting a single skill point
to it. Otherwise grippli gain the use of languages - speaking,
reading, and writing - as normal for their class.
-
Automatic Languages: Common and Grippli. Bonus Languages:
Aquan, Elven, Gnome, Halfling, Sylvan, and Undercommon. Grippli
often learn the languages of the few races they comfortably deal
with.
-
Favored Class: Ranger. A multiclass grippli's ranger class
does not count when determining whether he suffers an
experience point penalty.
SAURIAN SHIFTERS
Saurian shifters owe their ancestry to humans and natural
lycanthropes who possessed the ability to take on dinosaur
forms. This reptilian race cannot assume full dinosaur forms as
their lycanthrope cousins, but they can still manifest savage
saurian features through a change they call "shifting."
Few know much about the history of saurian shifters, whether
members of that race or the particularly brave scholars of
others. Yet, what the race lacks in knowledge about their
origins they make up for in legend and deeply rooted belief.
According to their lore, saurian shifters are the survivors of
an abyssal calamity that wracked a distant island now known only
as the Isle of Dread. Surrounded by jagged reefs and populated
by fierce creatures found nowhere else in the world, the
legendary island nurtured an untamed yet bountiful jungle
paradise. The ancestors of saurian shifters came to dwell on
this island and grew prosperous, erecting a great city known as
Thanaclan.
Although the specifics of the tragedy that led to Thanaclan's
downfall remain a mystery, saurian shifters tell of horrors from
the sea arising to taint the entire island with unnatural
powers. Perverting many of the jungle's creatures into
gigantic, ravaging beasts, this taint affected many of the
people of Thanaclan as well. For some, this meant transformation
into a variety of foul abominations, while others became merged
with the new brutal creatures of the island. These unfortunate
survivors of Thanaclan, forced to share their forms with the
rapacious instincts of unnaturally created dinosaurs, became the
first saurian shifters.
Many of the newly formed saurian shifters were overwhelmed by
their nascent reptilian instincts, rampaging into the jungles
and becoming little more than animals themselves. Others joined
to form barbaric societies that also moved deep into the most
hidden vales of the island's dense jungles. Inspired by their
new animalistic blood, these reclusive tribes came to revere the
great dinosaurs they now called kin. As far as any know, they
continue their bloody worship to this day.
The few saurian shifters who refused to fall into savagery fled
the island and scattered throughout the world, attempting to
find refuge among the peoples and countries they discovered.
Fearful of the saurian shifters' monstrous changes, those
outsiders the refugees encountered saw them only as freaks and
monsters. Thus, saurian shifters live by hiding among races that
would fear and revile them should their secrets be revealed.
Yet, although they conceal themselves now, all saurian shifters
know the tales of the ancient island of their origins and dream
of one day reclaiming it as a homeland of their own.
Saurian shifters are a unique race that breeds true. When they
breed with normal humans, they produce human offspring; on rare
occasions, however, if two such children (or even
grand-children) meet and produce children of their own, they
sometimes give birth to saurian shifters.
Personality: Saurian shifters realize that most other races
perceive them as nothing more than particularly monstrous
lycanthropes, and that their transformations inspire nothing
less than abject terror in those races. As such. they remain a
secretive, even paranoid people who raise their children to
hide their abilities from others.
The reptilian heritages of saurian shifters often color their
personalities. Those of predatory blood tend to act quickly and
aggressively, with a savagery that shames even the most feral
lycanthropes, while those who descend from herbivores exhibit
stubborn, defensive natures. Saurian shifters descended from
omnivores commonly display the most socially acceptable balance
of traits.
Physical Description: A saurian shifter's reptilian heritage
significantly influences his appearance. Ranging from 5 to 7
feet tall, with little appreciable difference between the builds
of males and females, saurian shifters often exhibit ophidian
pupils, skin of faintly reptilian shades, and extensive
tattoolike bodily markings. Members of this race possess nearly
hairless bodies, the thin and short hair that grows on their
heads being the only exception. However, what hair they do grow
is often brightly colored and frequently displays stripes and
tufts of wild, contrasting colors ranging from normal human
shades to wild reds, oranges, and violets.
When they shift, saurian shifters might exhibit a host of
changes, growing long hard spines, elongated limbs, curved
reptilian teeth, or any of countless other lizardlike features.
This change is so pronounced that it's impossible to hide and
often terrifies those unfamiliar with the race (and sometimes
even those who know what to expect).
Relations: Saurian shifters make most members of other races
incredibly uncomfortable. Seeming too much like lycanthropes for
most peoples' comfort and possessing the terrifying ability to
transform into what most others view as nightmarish monsters,
fear often keeps even the best-intentioned outsiders at bay. As
such, saurian shifters frequently hide their heritage, dying
their hair or claiming to be descended from either mammalian
shifters (if they exist) or even orcs. Although they find such
lies demeaning at best, those who hope to blend in with the
societies of other races often discover that even orcs find
acceptance more readily than their people.
Saurian shifters find friendship among half-elves and half-orcs,
both races understanding the prejudice of other races.
intelligent reptiles also often prove quite friendly to saurian
shifters, seeing them as distant cousins. Oddly enough, saurian
shifters feel a deep hatred for yuan-ti and the aquatic
abominations called koprus.
Alignment: As a race with strong ties to nature, saurian
shifters tend toward neutrality. However, as individuals, their
alignments are often influenced by the presence of predatory
blood in their veins. Those saurian shifters descended from
particularly savage hunters often find their reptilian instinct
and quick tempers make them ill suited to the mewling complaints
of law-abiding creatures, favoring a more chaotic view of "might
makes right." On the other hand, saurian shifters descended from
herbivores and omnivores tend to be much more even tempered.
blending into societies and taking on a range of alignments with
little instinctual complaint.
Saurian Shifter Lands: Saurian shifters lack a true homeland,
most living secret lives among members of other races. Those who
turn to adventuring sometimes seek the mysterious island that
legend says their lycanthrope ancestors came from. Small
settlements made up entirely of saurian shifters sometimes
exist on the edge of civilization, supporting themselves through
hunting and trade, but generally remaining aloof from other
races. Outsiders who pass through such settlements regularly
leave unharmed, but always feel uneasy while there and seldom
return.
Religion: Saurian shifters tend to worship draconic deities, to
whom they feel a distant kinship, as well as the reptilian
deities of other races. Bahamut and Tiamat accept many saurian
shifter followers, as do neutral gods who preach a dogma of
acceptance and perseverance under oppression. The dinosaur god,
Ka, would also be a perfect patron for any saurian shifter.
Languages: When living in seclusion, saurian shifters speak
Draconic, although they understand the need to know Common in
order to pass themselves off as humans. Saurian shifters speak
Draconic with a thick accent that distinguishes it from the
speech of lizardfolk or scholars. Dragons often recognize this
subtle difference as an ancient dialect of the language and
treat saurian shifters with greater respect accordingly.
Names: Saurian shifters usually acquire two names. At birth
their parents choose a short human name from those commonly used
in the area. Upon becoming an adult, a saurian shifter creates a
new, formal name in Draconic that usually reflects his
ancestry or an important event in his life. Most saurian
shifters continue to use their common name around non-shifters,
but use their favored Draconic name with others of their kind or
those who understand that language.
Translated Draconic Names: Drillhorn, Farflyer, Goretooth,
Grayseek, Hollydawn, Maimaxe, Shatterspine, Widefoot, Wyrmfell.
Adventurers: Saurian shifters often feel out of place and
adventure to make their own way in the world. They seek the
company of others like themselves - those of mixed blood or with
a magical lineage. A few search for evidence of their ancient
homeland or seek out normal dinosaurs in the hopes of
reawakening some ancient bond. Some, primarily predators. travel
for no other reason than to sate their ever-present thirst for
the hunt.
SAURIAN SHIFTER RACIAL TRAITS
-
+2 Constitution, -2 Intelligence, -2 Charisma: Saurian
shifters are hearty and resilient, but their inherent reptilian
nature detracts from both their reasoning ability and their
social interaction.
-
Reptilian and Shapechanger Subtypes: Saurian shifters are
humanoids with both the reptilian and shapechanger subtypes.
-
Medium: As Medium creatures, saurian
shifters have no special bonuses or penalties due to their size.
-
Saurian shifter base land speed is 30 feet.
-
Low-Light Vision: Saurian shifters 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.
-
Shifting (Su): A saurian shifter can tap into his lycanthrope
heritage to gain short bursts of physical power. Once per day, a
saurian shifter can enter a state that is superficially similar
to a barbarian's rage. Each saurian shifter has one of the
following shifter traits - characteristics that manifest
themselves when a character is shifting. Each shifter trait
provides a +2 bonus to one of the character's physical ability
scores (Strength, Dexterity, or Constitution) and grants some
other advantage as well. In addition to a number of common
shifter traits, several unique to saurian shifters are described
in the following section.
Shifting is a free action and lasts for a number of rounds equal
to 3 + the saurian shifter's Constitution modifier. (If a
shifter trait or other effect increases the character's Con
modifier, use the newly improved modifier). A saurian shifter
can take feats to improve this ability.
Shifting, although related to and developed from lycanthropy, is
neither an affliction nor a curse. It is not passed on by bite
or claw attacks, and a saurian shifter can't be cured - shifting
is a natural ability for the race.
-
+2 racial bonus on Balance, Climb, and Jump checks: A saurian
shifter's reptilian heritage enhances many of his physical
skills.
-
Automatic Languages: Common, Draconic. Bonus Languages: Elven,
Gnome, Halfling, and Sylvan.
-
Favored Class: Ranger. A multiclass saurian shifter's ranger
class doesn't count when determining whether he takes an
experience point penalty for multiclassing.
SAURIAN SHIFTER TRAITS
Each saurian shifter receives one of the following special
traits, which is selected when the character is created and
cannot be changed thereafter.
Beasthide (Su): While shifting, a beasthide saurian shifter
gains a +2 bonus to Constitution and thick skin that provides a
+2 natural armor bonus.
Broadwing (Su): While shifting, a broadwing saurian shifter
gains a +2 bonus to Dexterity and can slow his descent while
falling. A shifter using this ability takes damage from a fall
as if it were 40 feet shorter than it actually is.
Junglerunner (Su): While shifting, a junglerunner saurian
shifter gains a +2 bonus to Dexterity and increases his base
land speed by 20 feet.
Longtooth (Su): While shifting, a longtooth saurian shifter
gains a +2 bonus to Strength and grows fangs that can be used as
a natural weapon, dealing 1d6 points of damage (plus an
additional +1 for every four character levels he has) with a
successful bite attack. He cannot attack more than once per
round with his bite, even if his base attack bonus is high
enough to give him multiple attacks. He can use his bite as a
secondary attack (taking a -5 penalty on his attack roll) while
wielding a weapon.
Raptorleap (Su): While shifting, a saurian shifter gains a +2
bonus to Strength, a +4 bonus on Jump checks, and he treats all
Jump checks as though he had a running start.
Razorclaw (Su): While shifting, a razorclaw saurian shifter
gains a +2 bonus to Strength and grows claws that can be used as
natural weapons. These claws deal 1d4 points of damage (plus an
additional +1 for every four character levels he has) with each
successful attack. He can attack with one claw as a standard
action or with two claws as a full attack action (as a primary
natural weapon). He cannot attack more than once per round with
a single claw, even if his base attack bonus is high enough to
give him multiple attacks. He can attack with a claw as a light
off-hand weapon while wielding a weapon in his primary hand, but
all his attacks in that round suffers a -2 penalty.
Widetail (Su): While shifting, a widetail saurian shifter gains
a +2 bonus to Constitution and grows a thick tail that can be
used a natural weapon, dealing 1d6 points of bludgeoning damage
(plus an additional +1 for every four character levels he has)
with a successful tail slap attack. He cannot attack more than
once per round with his tail slap, even if his base attack bonus
is high enough to give him multiple attacks. He can use his tail
slap as a secondary attack (taking a -5 penalty on his attack
roll) while wielding a weapon.
UMBRAGEN
In the Eberron campaign setting, the drow reside on the
shattered continent of Xen'drik. The common image of the
Xen'drik drow is one of a tribal hunter wearing chitin armor,
his skin ritually scarred by acidic venom. Cruel and cunning,
these nomadic drow are deadly hunters who owns the shadows of
Xen'drik and prey on giant and humanoid alike.
While the majority of the drow of Xen'drik live in tribes, there
are exceptions - elves who have held onto the arcane secrets of the
past, using them to develop strange new spells. The computer game
Dragonshard reveals one of these hidden sects: the umbragen,
also known as shadow elves.
The umbragen are an offshoot of the drow race twisted by
generations of arcane experimentation and devotion to the powers
of shadow.
Tens of thousands of years ago, elves were the slaves of the
giants of Xen'drik. Elven legends claim that giant wizards
created the drow by harnessing the essence of night and binding
it to an elven frame. While this might be nothing more than
myth, some drow did serve the giants during the great uprising,
using stealth to penetrate the elven strongholds that the
massive giants could never breach. While the majority of the
drow fought the giants or simply sought to avoid the conflict
entirely, the treachery of few turned the wider elven population
against the dark elves. Even then, the drow were regarded with
fear and distrust, and when the ancestors of the Aereni fled the
dark eves were left to face the doom of Xen'drik alone. Soon the
dragons came to Xen'drik, and the civilization of the giants
fell in a blaze of dragonfire and mystical power. Hundreds of
thousands died in the conflict, and the land was twisted by
magical forces that modern wizards have yet to understand.
The ancestors of the umbragen escaped the worst of this
cataclysm by fleeing beneath the surface of the world, delving
into the realm of Khyber, the Dragon Below. The underworld was
filled with its own terrors, but nothing so deadly as the final
battles between giant and dragon. After a long and dangerous
journey one tribe found sanctuary beneath a region known as the
Ring of Storms. This
subterranean fortress had been constructed and later abandoned
by the Qabalrin, an isolated clan of elves whose power matched
the mightiest giants. The Qabalrin were long dead when the tribe
arrived - struck down in a disaster that some called divine
vengeance - but their works remained.
Life in Khyber remained a constant struggle. Aberrations howled
at the gates, while famine and plague ravaged the tribe as they
fought to adapt to subterranean life. Searching for tools to
aid in their struggle for survival, the tribe discovered a set
of Qabalrin mystical inscriptions. These writings revealed
ways to tap into a vast force of spiritual energy - a dark well
the elves called the Umbra. Over the course of generations, the
elves performed terrible arcane rituals that bound body and
soul to the Umbra, blending this shadowy force with elven flesh.
From this point on, they were drow no more: they were the
umbragen, shadow elves, the children of darkness.
The horrors of the underworld remained and the umbragen never
knew peace. Deep within their cavern fortress the elders
continued to plumb the secrets of the darkness, searching for
ways to increase the power of their race. The concept of
returning to the surface never occurred to them; the legends of
the surface world were filled with slavery, war, and betrayal.
Eventually, however, it became the only option. While the
history of the umbragen was one of constant conflict, this usually
involved random attacks by disorganized monsters. In 997 YK,
a new force rose in the underworld. A daelkyr lord had
stirred in the depths and the umbragen found themselves besieged
by a disciplined force of beholders, mind flayers, and lesser
aberrations. It is a vicious struggle and so far the shadow
elves have been able to hold the aberrations at bay, but it is a
losing battle. Recently, umbragen forces have been sent to the
surface world, seeking any sort of weapon or power that might
drive the aberrations back into the depths of Khyber. The
umbragen fled one battle and they don't intend to be driven from
their second home.
Personality: A shadow elf has the personality of a predator.
His fellow umbragen are his allies in the hunt, and they alone
have his respect and loyalty. All other creatures are potential
prey, unworthy of respect or pity. With this in mind, the
shadow elf is always searching for ways to turn a situation to
his advantage or to exploit weakness in a foe.
While he is ruthlessly efficient when required, if given the
opportunity a shadow elf prefers to play with his prey.
Conflict is the one pleasure of the umbragen, and a shadow elf
would rather lead an opponent into an ambush than kill him
outright. The umbragen are not fools however, and refuse to
throw away victory for a fool's game. If the odds are even, a
shadow elf draws out the conflict to savor the victory.
Umbragen society is split into two paths: the Council of War and
the Vault of Shadows, with a king who sits on both councils.
Those who follow the path of war battle on the front lines
while the students of the Vault search for ways to increase the
mystical power of the race. Rank is earned through conflict,
and any leader - even the king - can be challenged by a direct
subordinate. These ascendancy duels take on many different forms
of challenge, as there is more to being a general than skill at
arms and the strongest fighter is not necessarily the best
commander. While it might seem that this policy would create a
very chaotic society, challenges are relatively rare. Leaders
hold their positions by maintaining the respect of the people,
and only an incompetent leader risks being challenged. Rank is
not a matter of personal ego - it is a question of who can ensure
the survival of the race, and true leaders are revered and
valued by those beneath them.
Physical Description: Shadow elves have jet black skin, pale
hair, and slender elven builds. At a distance, umbragen
are indistinguishable from drow, but up close, a few
distinctive features become visible. The eyes of a shadow elf
are pure black, with no iris or white, while the skin of the
umbragen has an oily gleam, almost as if liquid shadow was
flowing across their skin.
Alignment: As a race, the umbragen tend to be lawful evil. The
believe that order and discipline is vital to the continued
survival of their race, and they are willing to do anything in
the pursuit of this goal. They expect treachery from other
creatures and thus feel no remorse for actions they take against
their enemies (or temporary allies).
Dragonmarks: Umbragen do not possess dragonmarks.
Religion: The shadow elves believe that the Umbra slowly devours
the soul of everything it touches, including the umbragen
themselves. Those who are closest to the Umbra become colder and
more ruthless as their dark powers grow. To the umbragen, the
exchange of power for their souls is a fair one and the people
respect this sacrifice. Most umbragen rulers possess the Dark
Blood feat.
An outside observer might come to the conclusion that these
elves worship the Shadow, which is true in a sense. Umbragen
clerics should use the listing for the Shadow to determine their
domains.
Language: The umbragen speak Elven. However, they have been
separated from the Aereni for tens of thousands of years and
their use of the elven tongue has drifted over those years. When
umbragen first encounter elves of other cultures, the DM might
want to require a DC 5 Intelligence check to understand the full
meaning of a statement. However, after a brief period the
speakers learn to bridge this gap. Umbragen also learn
Undercommon as a result of their long conflict with the
creatures of Khyber. The Common tongue has never been a part of
their culture and an umbragen who selects this as a bonus
language has presumably made contact with explorers from
Khorvaire.
Names: A shadow elf begins life with a simple birth name.
These are typically monosyllabic, reminiscent of changeling
naming patterns. When the elf embraces the Umbra - represented by
acquiring an umbragen racial feat or a level in one of the
classes linked to the shadows - he chooses his final name.
Male Names: Dulos, Hulaje, Jalaen, Satros, Turaje.
Female Names: Delake, Haeri, Mekali, Solake, Ulari.
Adventurers: The majority of umbragen encountered in the world
are searching for weapons to use in the war against the forces
of Khyber: powerful artifacts, forgotten spells, or anything
else that could turn the tide. To find what they seek they also
need to learn about the surface world. A group might encounter
an umbragen agent who is simply gathering information about the
people and cultures of the world above. There are also a few
shadow elves who have abandoned the conflict of their people,
choosing to seize a place among the soft people of the upper
world instead of battling the endless hordes of Khyber.
UMBRAGEN RACIAL TRAITS
Umbragen are drow elves. What makes the umbragen unique is their
bond to shadow, reflected by racial feats. Except where noted
below, umbragen possess all of the racial traits of drow elves:
-
+2 racial bonus on Hide and Move Silently checks. This
replaces the drow bonus to saving throws against spells and
spell-like effects.
-
Weapon Proficiencies: Longbow, shortbow, longsword, and
rapier. These replace the standard drow weapon proficiencies.
-
Automatic Languages: Elven, Undercommon. Bonus Languages:
Common, Draconic, Giant, and Terran.
-
Favored Class: Warlock.
GIFF
Blustering humanoid hippopotami, the giff wander Wildspace in
search of a good fight. They find ready employ as mercenaries.
Personality: The giff are not so much a warrior race as a
soldiering race. Giff communities organize themselves in a chain
of command, freely borrowing grandiose ranks and titles from
races they encounter. Giff society is built upon discipline and
hierarchy, but they harbor no imperial ambitions. In fact, they
care little for land - theirs or anyone else's. Nor do they care
for money, preferring payment in what they really value, such as
food, weapons, and - especially - explosives. The bigger the
explosion, the better they like it.
For all their love of ostentation and arms, giff remain
intensely orderly creatures. A giff's word is his bond, with one
exception - giff refuse to fight other giff, no matter how well
paid either platoon might be.
Physical Description: A giff resembles an anthropomorphic
hippopotamus - a gray, broad and seemingly clumsy creature.
Shorter than an ogre but much more massive, a giff's bulk disguises
quick reflexes and surprising grace. Although herbivorous,
giff possess powerful tusks and iron-muscled arms.
Giff would appear terrifying to most races if not for their
fashions. Giff demand spit-and-polish military garb, and take
this to such an extreme of ostentation as to border on the
absurd. No one doubts the bravery or ferocity of the giff and
those who know their predilections know to keep a safe distance
from them, but few are intimidated by an 8-foot-tall humanoid
hippopotamus who hides the entirety of his plate armor beneath
a mess of campaign ribbons.
Relations: Giff see other races in one of two ways: as employers
or troublemakers. Mercenary to the core, the giff follow orders
to the letter. As such, quite without knowing it, they often end
up on what most humanoids would describe as the wrong side,
fighting alongside ilithids, scro, or - worst of all - escorting the
avian dowhar to new markets.
Although the origin of the giff attraction to firearms is
unknown, their desire for the weapons has only grown over the
years. Hippofolk adore them to distraction, and a distracted
giff is dangerous indeed. Employers who promise a giff platoon a
steady supply of blackpowder acquire fanatically loyal
mercenaries, but a few giff can bankrupt anyone unwise enough to
make the offer. A giff prefers to carry as many pistols,
blunderbusses, and muskets as his mighty frame can handle.
Alignment: Despite their love of explosive weaponry, giff remain
resolutely lawful. Their structured and intensely stratified
society, deep-seated sense of honor, and total obedience ensure
that few giff ever show even a trace of chaotic behavior (aside
from almost childlike joy at loud and colorful explosions).
Few giff are either good or evil - they just follow orders.
Giff Lands: The giff travel Wildspace and the planets in it,
forever selling their services to the highest bidder. Aside from
the occasional shipwrecked castaway, giff neither settle down
nor stop to admire the scenery. No living giff recalls his
race's homeworld, spoken of now only in legend.
Religion: The giff possess no actual religion of their
own - perhaps they lost it with their homeworld. Giff adopt the
worship of whatever war deities their employers venerate. In
addition, giff hold to a quasi-mystical deism, claiming that all
things have a purpose in the world and that the purpose of giff is
to follow orders.
Language: Giff speak their own language, a gruff, blustery
tongue full of bellowing lows and trumpeting highs. Most
giff also speak Common to better negotiate for gunpowder and
other necessities.
Names: Giff use names in the Common tongue, as their native
names are either unpronounceable or forgotten. They generally deal
directly with wealthy employer's and have adopted upper-class
common names to garner respect. Gill have somewhat
unconventional tastes, and many of these names are uncommon
even among the aristocratic and merchant classes.
Male Names: Algernon, Bertram, Cordell, Eustace, Horatio, Trenton.
Female Names: Beatrice, Dora, Isabella, Louisa, Ophelia.
Family Names: Cartwright, Galloway, Hadley, Kilburn, Upton.
Adventurers: Giff love to travel, love to fight, and love to
find new and interesting weapons. As such, they make natural
adventurers. On the other hand, many giff prefer to remain in
the regimented and familiar company of their own kind.
Most giff adventurers hail from devastated platoons.
Considering giff tactics, these orphans are a relatively common
occurence. The giff who survive them find adventuring work
comparatively easy. Other giff adventure under orders - giff
platoons try their best regardless of the mission, and some
missions send individual giff far from their platoons and
others of their kind.
GIFF RACIAL TRAITS
-
+8 Strength, +4 Constitution, -2 Intelligence, -4 Wisdom:
Foolhardy and far from bright,
the giff make up what they lose in brainpower with size and
sheer endurance.
-
Medium: As Medium creatures, giff have no special bonuses or
penalties due to size.
-
Giff base land speed is 30 feet.
-
Racial Hit Dice: A giff begins with two levels of monstrous
humanoid, which provide 2d8 Hit Dice, a base attack bonus of
+2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
-
Racial Skills: A giff's monstrous humanoid levels give it
skill points equal to 5 × (2 + Int modifier, minimum 1). Its
class skills are Intimidate, Jump, Knowledge (local), Listen,
Spot, and Swim.
-
Powerfid Build: The physical stature of a giff lets him
function in many ways as if he were one size category larger.
Whenever a giff is subject to a size modifier or special size
modifier for an opposed check (such as during grapples, bull
rush attempts, and trip attempts), the giff is treated as one
size category larger if doing so is advantageous to him. A giff
is also considered one size category larger when determining
whether a creature's special attacks based on size (such as
improved grab or swallow whole) can affect it. Giff can use
weapons designed for a creature one size category larger without
penalty. However, its space and reach remain those of a creature
of its actual size. The benefits of this characteristic stack
with the effects of powers, abilities, and spells that change
the subject's size category.
-
Exotic Weapon Proficiency (firearms): Giff culture prizes
gunpowder weapons. As such, all giff learn how to use these
items and gain this feat as a bonus feat.
-
Automatic Languages: Common and Giff. Bonus Languages: Dowhar,
Dwarven, Gnome, Scro, Undercommon. The giff tend to learn the
languages of those who employ them.
-
Favored Class: Fighter. Giff love to fight, train to fight, and
live to fight. Unsurprisingly, they're very good at it.
-
Level Adjustment: +3.
INSECTARE
Humanoids whose ancestry appears equal parts elven and
insectoid, the insectare present a small but growing threat to
spelljamming life. These enigmatic creatures attempt to
manipulate others and acquire magical knowledge, possessing
great skill at both tasks, as evidenced by their
ever-increasing power.
Personality: Insectare appear insular and icy to most outsiders.
Their faces and voices offer little hint into their feelings. While most
insectare encountered away from their homeworld are spies and
infiltrators, their racial reticence springs from a different
source - among their own kind, they express emotion by direct
empathy, using their antennae.
Insectare possess a full range of emotions, although some may
seem alien to ordinary humanoids. An insectare thinks of his
entire race like a human or elf would his family, with the
divine Klikral as the direct head of the house. This
creates a very strong sense of loyalty, but also an adversarial
outlook toward anyone so alien as to be outside the family.
Physical Description: In the face and extremities, Insectare
resemble tall, green-skinned elves. Their most distinguishing
features rise from behind their elven ears - a pair of antennae.
Their lean torso, almost always hidden by robes or armor, sports
a carapace of chitin plates. Insectare travel in disguise. Most
pose as elves, using dyes and makeup to disguise their
lime-green flesh while wearing heavy cloaks to conceal their
antennae.
Close inspection of an insectare's eyes reveals their apparently
normal green orbs to be multifaceted like an insect's. However,
for reasons unknown to even the wisest sages, members of the
insectare priest caste possess ordinary eyes.
Relations: Few races trust the insectare, and if they knew half
of what these insectoid schemers planned, they would trust them
even less. Knowing that their plans for domination mesh poorly
with the aims of others, and that they currently lack the numbers
to dominate, most insectare travelers disguise themselves and
keep to the shadows, letting others think them elves or even
humans.
Elves hate and despise the insectare, vehemently denying their
apparent connections. This has done nothing to endear insectare
to goblinoids and orcs, particularly scro, who consider them
just another elven menace to annihilate.
Alignment: The insectare scheme to dominate all life, the racial
goal to which they hope their extensive arcane research can
lead. They possess a strong inclination toward evil, but an
even stronger one to law.
Insectare Lands: Huge mountains and vast forests dominate the
secluded insectare homeworld. They feel most comfortable in
underground areas similar to the hollow structures carved
directly from their native mountains, hivelike citadels extending
as deep as dwarven cities. In the open vastness of
Wildspace, insectare often gravitate toward regions controlled
by dwarves because of this propensity for underground living.
Religion: Insectare worship Klikral, a lawful evil godlike
entity physically inhabiting their homeworld. They guard the
secrets of their worship even more jealously than the rest of
their culture; a hundred insectare would die (or kill countless
thousands of other humanoids) to protect their religious
secrets. Insectare infiltrators often pretend worship of other
devotions, a ruse Klikral apparently approves of.
Language: Insectare speak their own language, a mix of clicks, whirs,
and Common words. They also speak Common. Many, finding
it easier to pose as elves than as humans, learn to speak
Elven.
Names: Insectare tend to adopt myriad pseudonyms during their
secretive missions. They need no personal designations among
their own kind due to their limited ability to communicate
empathically. An insectares "name" usually reflects the naming
conventions of the region he is currently infiltrating.
Adventurers: Insectare adventurers usually serve their race.
Since they desire magical knowledge new and old, adventurers
make a point of seeking out ruins and dungeons full of ancient
lore. Insectare find it convenient to accompany other
humanoids on these expeditions.
Insectare adventurers attempt to earn the trust of their
companions, but no insectare reciprocates trust. Most try to
hide their true natures as long as possible, and some prefer to
kill anyone - ally or enemy - who discerns their identities. Even
a known insectare tends to keep to himself preferring
discretion and privacy over friendship.
INSECTARE RACIAL TRAITS
-
+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma:
Insectare suffer from few weaknesses and pride themselves on their quickness of mind and
body. Their intense personalities overpower most other beings.
-
Medium: As Medium creatures, insectare have no special bonuses
or penalties due to size.
-
Insectare base land speed is 30 feet.
-
Darkvision: Darkvision out to 60 feet. Darkvision is black and
white only, but it is otherwise just like normal sight, an
insectare can function just fine with no light at all.
-
Natural Weapons (antenna rake): An insectare can make two
attacks with his antennae each round, treating them as an
off-hand weapon with all the associated penalties. These
attacks deal 1d4 points of slashing damage plus one-half the
insectare's Strength bonus. An insectare can instead attack with
only a single antenna as an attack action at his normal bonus.
-
+2 natural armor bonus: The chitin plates on an insectare's body grant
him superior natural defenses.
-
+2 racial bonus on Bluff and
Disguise checks: Insectare possess a talent for deception and
take great pains to keep their nature hidden.
-
Elven Blood: For all effects related to race, an insectare is
considered an elf.
-
Automatic Languages: Common and Insectare. Bonus Languages:
Any. Insectare actively learn the languages of those they hope
to subvert and dominate.
-
Favored Class: Spellthief. Insectare cast spells naturally,
drawing power from their arcane ancestry. They constantly seek
new spells, which are somehow absorbed into future bloodlines
and eventually learned by other insectare.
-
Level Adjustment: +1.
SCRO
Advanced orcs from a distant sphere, scro are consummate
warriors, adept at fighting alone against overwhelming odds, in
close formation with similarly trained companions, or in command
of less disciplined allies. Feared but grudgingly respected by
their enemies, the scro have few friends outside their own kind.
Personality: Scro are aggressive and intense by nature, but
their iron discipline keeps their emotions well hidden beneath a
cool exterior. Scro often seem unfeeling because of their
ability to coldly analyze their situation, but inside every scro
seethes a frenzied orc only barely suppressed by culture and
breeding.
Among their own kind, the scro maintain a rigid chain of
command with a mix of respect, admiration, and fear. Unlike
most evil creatures, the typical scro is selfless,
self-disciplined, and focused on the greater good of his kind.
Physical Description: Scro resemble ordinary orcs in their
brutish features, sharp tusklike teeth, and formidable
physiques, although a scro usually stands taller (between 6 and
8 feet tall) and ramrod straight. Scro display a wide range of
skin colors, ranging from jet black to albino white, but
otherwise vary little in outward appearance.
Regardless, seeing even a lone scro in action dispels any
illusions that those of his race are merely orec: Scro take
great pride in their armor and weapons, although most
specialize in unarmed combat. A scro moves with astonishing
discipline and complete control, carefully and astutely picking
apart his opponents.
Relations: The typical scro despises all other humanoids. Waging
a genocidal war against the hated elves, the scro loathe all
non-goblinoid and non-orc races and see little use for such kin
outside of cannon fodder. Non-humanoids, such as dragons and
beholders, pose a serious threat the scro prefer to avoid.
Scro show tact and decorum when they encounter other races in a
social setting. Much like their ancestral foes, the elves,
they prefer to demonstrate their superiority by not lowering
themselves to the level of other beings. On the other hand, scro
liberally pepper their battle cries with fantastically creative
insults calculated to goad opponents into a mistake.
Alignment: Generations of regimentation and discipline beat
ancestral orc anarchy out of the scro race, leaving the
survivors almost exclusively lawful. The scro show far less
interest in conquering their tendencies toward brutality and
viciousness, so most remain evil.
Scro Lands: Aside from their distant homeworld, the scro prefer
the rigors of Wildspace to any groundling terrain. When forced to
ground, scro favor no particular climate or terrain, provided
they can find ways to gain a tactical advantage from it. Scro
fortify their homes, but lay fewer traps than most orcs and
goblinoids.
Religion: After elven victory in the Unhuman War, the ancestors
of the scro abandoned worship of the orc pantheon. The modern
scro war-priest devotes himself to martial perfection and
self-discipline. Scro tradition commands war-priests to
multiclass as arcane spellcasters, and most become mystic theurges.
Ordinary scro participate in few public rituals, but most
privately follow a similar - albeit less ascetic - course of
self-discipline.
Language: Scro speak a language derived from Orc. Anyone who
speaks Orc grasps the basics of Scro, although the more refined
tongue boasts nearly three times the vocabulary and a much
greater range of expression. On the other hand, someone who
learns to speak Scro understands Orc - probably better than most
orcs. In addition, most scro speak Common, to better interact
with the races of Wildspace, and Elven, to taunt and debase their
ancestral foes.
Names: Scro use longer, more complex orc names. Scro prefer hero
names to descriptive names. Since almost all ancestral orc
heroes were male and the scro insist on total militarization,
female scro usually have feminine suffixes attached to orcish
masculine names - a practice which orcs find disconcerting.
Male Names: Dukgash, Horageth, Kagedmakh, Skalkash, Thokmakh,
Varvageth.
Female Names: Dukgashia, Horagethim, Kagedmakhia, Skalkashev,
Thokmakhim, Varvagethim.
Family Names: Scro use rank, unit, and clan desiguations rather
than family names. Clan names honor the clan's founder, usually
an ancient orc or more recent scro who earned leadership of a
full clan by some extraordinary exploit. The orc suffix "-ulak,"
meaning "the hero's," is thus applied to all clan names. Thus, a
scro's full name might be Skalkash, Captain, 2nd Company,
Dukgashulak.
Adventurers: While the best and brightest of most races
typically become their adventuring class, scro adventurers more
often than not come from the lowest caste of scro
society - those unable, to live up to the rigorous standards of
their race.
A scro adventurer might display too many scruples for his kin,
or, more commonly, involve himself in disorderly behavior. He
might simply lack the physical and mental toughness to survive
the scro lifestyle. A principled scro might find a place in his
people's society, but a weak or chaotic one counts himself lucky
if he faces exile rather than death.
On the other hand, some scro adventurers remain firmly fixed in
the scro military machine. These seemingly freelance agents
ultimately owe their allegiance to the Ultimate High Overlord,
but they serve the scro cause by infiltrating the societies of
other races and even acting as mercenaries.
SCRO RACIAL TRAITS
-
+4 Strength, +2 Dexterity, +2 Constitution:
Scro possess the best traits of orcs
and hobgoblins with few of the drawbacks.
-
Medium: As medium creatures, scro have no special bonuses or
penalties due to size.
-
Darkvision: Scro can see in the dark up to 60 feet. Darkvision
is black and white only, but it is otherwise just like normal
sight, and scro can function just fine with no light at all.
-
Orc Blood: For all effects related to race, scro are
considered orcs. Scro, for example, are just as vulnerable to
special effects that affect orcs as their ancestors are, and
they can use magic items that are usable only by orcs.
-
+1 racial bonus on attack rolls against elves (including
drow): From the day they're born, scro learn to hate elves and
how to fight them.
-
Automatic Languages: Common and Scro. Bonus Languages:
Dwarven, Elven, Giff, Goblin, and Orc. The scro learn the
languages they need to perform their duties.
-
Favored Class: Monk. A multiclass scro's monk class does not
count when determining whether he takes an XP penalty for
multiclassing. Scro believe in iron self-discipline and practice
unarmed combat extensively. Most scro, however, are multiclass
monk/fighters.
-
Level Adjustment: +2.
PHANATONS
Known to live all across the Isle of Dread are a race of Small
creatures that appear to be a cross between a raccoon and a
monkey, with gray to brown fir, long prehensile tails and thin
membranes stretching between their arms and legs. These
creatures, known as phanatons, are not unintelligent animals,
as many first assume. They live in small villages high up in the
canopy of the jungle, safe from the predators that dwell below.
Organized into small clans, the phanatons have kings and war
chiefs who make most of the important decisions, while the rest
tend to the forest and the needs of the whole.
Phanatons are reclusive and gentle creatures, preferring to be
left alone in their forest homes, although they have been known
to harry and attack creatures that endanger their homes. They
get along with dryads, treants, and elves (especially wood
elves), and their only natural enemies are aranea. Phanatons
have monkeylike hands with opposable thumbs. Their feet are
flexible but not able to handle objects like true hands can.
They have prehensile tails which they use to help climb and
jump.
Phanatons have large eyes hidden in a mask of darker fur. Their
monkeylike hands have opposable thumbs and can be used for a
variety of tasks. While their feet are flexible, they cannot be
used to carry anything of weight or wield any weapons or
shields. The tails of phanatons are almost four-feet long, which
they use to assist in jumping and climbing. Phanatons speak
their own language of hoots, chatters, and clicks.
Phanatons are omnivores, preferring plant matter but eating meat
from time to time; they especially like the taste of spiders.
Because they rarely own metal items, phanatons normally use
plant-based weapons they can make themselves, such as clubs,
quarterstaves, and nets. Given their elevated homes and their
natural quietness, they prefer to ambush enemies from above,
using hit-and-run tactics, and melting back into the foliage
after a few attacks.
Phanaton villages are built on wooden platforms high up in
trees. Rope bridges connect the platforms together, and the
phanatons tie vines and ropes around the trunks to facilitate
climbing between platforms; their gliding ability allows them to
easily drop to lower platforms.
Phanatons enjoy tending the forest around their home, clearing
away dead plant matter to protect areas from fire, cultivating
their favorite plants, and repairing damage to old trees. They
rarely use metal items, lacking the skills and materials to
smelt iron and not wanting to endanger their tree-top homes with
open flame. They respond to logging incursions by sabotaging
equipment and playing harmless but annoying tricks on
woodcutters.
While afraid of others at first, phanatons can become quite friendly once a
creature has proven that it means no harm to the clan or the
nearby forest that sustains it. Some phanatons even agree to
travel with other creatures, acting as guides or scouts. As
such, phanaton adventurers are not uncommon. Phanatons despise
spiders and spiderlike creatures, such as the aranea, attacking
them on sight so long the odds are in their favor.
Their society is somewhat patriarchal; their kings and war
leaders are traditionally males. Females are normally
responsible for tending the young and gathering food, but some
females become warriors or leaders and some males choose to take
child-rearing duties.
Phanatons worship nature rather than any particular deity,
although those with close ties to elven communities sometimes
pay homage to the elven pantheon in their devotions. A
phanaton cleric has access to two of the following domains: Air,
Animal, Earth, or Plant.
PHANATON RACIAL TRAITS
-
-2 Strength. +2 Dexterity, -2 Constitution.
-
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, -4 penalty on grapple checks, lifting
and carrying limits 3/4 those of Medium characters.
-
A phanaton's base speed is 20 feet.
-
Low-light vision.
-
Natural Weapon: Bite (1d4).
-
Forest Awareness (Ex): Phanatons have an empathic awareness in
forests, which gives them a +1 racial bonus on all saving throws
in forest locations.
-
Gliding (Ex): A phanaton can use its wings to glide, negating
damage from a fall of any height and allowing 20 feet of
forward travel for every 5 feet of descent. Phanatons glide at a
speed of 20 feet (average maneuverability). Even if a
phanaton's maneuverability improves, it can't hover while
gliding. A phanaton can't glide while carrying a medium or
heavy load. If a phanaton becomes unconscious or helpless
while in midair it cannot keep itself aloft and falls.
-
+4 racial bonus on Move Silently checks (+8 in forest areas),
+2 racial bonus on Climb, Jump, Listen, and Spot checks.
-
Automatic Languages: Phanaton, Elven. Bonus Languages:
Sylvan, Goblin.
-
Favored Class: Rogue.
XVARTS
Xvarts are small humanoids living primarily in the Bandit
Kingdoms, former lands of the Horned Society, the Bone March,
the Pomarj, near Verbobonc, and the Vesve Forest. Although
xvarts have a primitive society compared to humans, it serves
them well and allows them to support large tribes on limited
resources. As a whole they are not a threat to civilization, as
they fear humans and prefer to occasionally take out their
aggression on kobolds. Goblins often use xvarts as spies for
warbands, and xvarts often act as mediaries between goblins and
kobolds. Although they are goblin-sized and have other traits in
common with goblins, xvarts are not goblinoids.
Xvarts have bright blue skin and vivid orange eyes. Tolerant of
most weather extremes, they dress in little more than loose
cloth doublets. Xvarts of both sexes are mostly bald, having
only a fringe of wiry black hair on the back and sides of the
head that connects with their eyebrows and possess large ears.
Xvarts claws look impressive but are insufficient for combat,
and their teeth are barely larger than those of a human child.
Xvarts prefer to ambush and overwhelm their opponents,
resorting to superior numbers instead of fairness. Although they
fear humans and only attack them if they have a tremendous edge
in numbers, xvarts hate halflings and almost always attack them,
even if their numbers are equal.
Xvart officers sometimes have better armor (preferring chain
shirts to anything more cumbersome). Sergeants are trained in
the use or nets, and other officers learn to use nets or
Two-Weapon Fighting with a dagger or another short sword.
Hunting parties use scouts to drive prey toward a readied net,
and ambushes usually involve at least one net and enough xvarts
to pile upon every person in a group.
Xvarts are tribal. Their leaders are generally the strongest and
most clever creatures in the tribe. They live in a communal
existence, with hunting parties leaving the lair daily to bring
back food for the entire tribe. If hunting is poor, they
sometimes resort to stealing livestock or crops from farms.
They war with enemy humanoids for territory but never with
their own kind, preferring to move or eliminate a common foe
when the population grows too large. Xvarts rarely raid unless a
powerful leader has driven them to a cause, such as avenging
many deaths by adventurers or the encroachment of humans. When
they take prisoners, it is only for torture and ransom, as the
xvarts have little need for laborers.
These creatures live in caves underground or in deep and remote
portions of forests. Their camps are well-patrolled by xvarts,
bats, and rats, and are kept reasonably clean, particularly when
compared to goblins. Often, a tribe is allied with one or more
wererats, with the tribe providing shelter in emergencies and
the wererats ferrying ransom notes. Xvarts with lycanthropy are
greatly respected by their peers. Other tribes form close
alliances with goblins, although these pairings never involve
worg mounts as the canines tend to eat the xvarts' rat
guardians.
Xvarts worship the god Raxivort, who teaches that xvarts will
eventually come to dominate and rule all of the small creatures
of the world, aided by rat and bat allies and using the tools of
fire and the sword as their means to this goal. Xvart
clerics can choose two of the following domains: Animal, Chaos,
Evil, and Trickery.
XVART RACIAL TRAITS
-
-2 Strength, +2 Dexterity, -2 Charisma.
-
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, -4 penalty on grapple checks, lifting
and carrying limits 3/4 those of Medium characters.
-
A xvart's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Speak With Animals (Sp): Once per day a xvart can use this
ability to communicate with bats or rats (including dire forms
of these creatures) for 1 minute as if using the speak with
animals spell.
-
+2 racial bonus on Move Silently checks.
-
Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Elven, Giant, Gnoll, Orc.
-
Favored Class: Fighter.
NORKERS
Relatives of goblins and hobgoblins, norkers are goblinoids
that forsake armor in favor of their incredibly tough hides.
They are unreliable troops and tend to quarrel with each other,
which keeps their numbers low compared to goblins.
Norkers resemble goblins, except they have 3-inch-long canine
teeth and no hair. Their skin ranges from reddish brown to dark
gray. A norker usually wears a loincloth and a belt that it ties
its favorite possessions and trophies to.
Norkers enjoy swarming tactics. Their weapons are simple and
crudely made, but they are not averse to taking better weapons
from their fallen foes. When bullied into submission by
hobgoblins they can use basic military tactics, but they lapse
into their old ways when not supervised.
Norkers are tribal, although the leader's influence only extends
about as far as his reach. This means their tribes are much
smaller than a typical goblin tribe. They raid and steal from
other humanoids, as they are too lazy do their own hunting.
Their lairs are usually caves, old ruins, or villages taken by
conquest. They can't cooperate well enough to build anything
more than a fence or short rock wall around their lair, perhaps
with a gate and a narrow walkway. A lair has 150% as many adult
females and 200% as many young as adult males.
Different tribes of norkers rarely meet, but when they do the
conflict often becomes bloody, with the victors taking the fangs
of the losers as trophies. These conflicts rarely result in
wholesale slaughter, as the leaders' battles establish who is
dominant.
When powerful groups of hobgoblins command norkers, they often
equip their lesser cousins with scale mail and shields. In these
situations, the norkers are used as shock toops, absorbing the
brunt of enemy attacks while the hobgoblins use their superior
intelligence, tactics, and equipment to break up the enemy
forces.
Their clerics worship Maglubiyet, the god of goblins and hobgoblins,
and can choose two of the following domains: Chaos, Evil, or Trickery.
NORKER RACIAL TRAITS
-
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.
-
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, -4 penalty on grapple checks, lifting
and carrying limits 3/4 those of Medium characters.
-
A norker's base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
+4 racial bonus on Move Silently checks.
-
+5 natural armor bonus.
-
Natural Weapon: bite (1d4).
-
Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Giant, Gnoll, Orc.
-
Favored Class: Rogue.
-
Level Adjustment: +1.
AZERBLOODS
Descended from shield dwarves and azers, azerbloods are generally
unfriendly and taciturn, proud and unafraid to take action.
Azerbloods vary widely in
their appearance, although in general form they resemble shield
dwarves with metallic brass-colored skin, flame-red hair, and
irises that appear to dance like tiny flames. They favor little
clothing other than azer kilts of brass, bronze, or copper, but
they don heavier armor when they expect combat.
Azerbloods are experts in combat, effectively using their
environment and executing well-planned group attacks. They often
use fire magic in fights, particularly if one or more of their
number is a cleric or sorcerer. If they have time to prepare,
they might build fire pits or other traps involving burning
oil. In addition to the dwarven waraxe and thrown hammer,
azerbloods also use warhammers, picks, and spears.
Azerbloods live in small communities, often by themselves in
otherwise deserted cave complexes or within larger dwarven
cities and enclaves. Azerbloods speak Dwarven and Ignan. Most
who travel outside dwarven lands (as traders, mercenaries, or
adventurers) also know the Common tongue.
Azerbloods are most common in the Small Teeth mountains of
western Amn, as most are members of the remnants of Clan
Azerkyn, which once ruled the southern caverns of the Adamant
Kingdom of Xothaerin. Individual azerbloods can also be found in
shield dwarf clans dwelling in the mountain ranges that lie near
the Lake of Steam.
Azerbloods are treated as shield dwarves for purposes of
determining available regions. They may also take the Bloodline of Fire feat.
Like their dwarven cousins, azerbloods strongly favor
the rule of law and the predictability it provides. From their
azer ancestors they gain a level of detachment from the debate
of good versus evil.
While they favor Gorm Gulthyn or Dumathoin, azerbloods revere
the entire dwarven pantheon.
AZERBLOOD RACIAL TRAITS
-
+2 Strength, +2 Constitution, -2 Charisma.
-
Medium size.
-
Azerblood base land speed is 30 feet.
-
Dwarven Blood: For all special abilities and effects, an
azerblood is considered a dwarf
-
Darkvision out to 60 feet.
-
Fire resistance 10.
-
Weapon Familiarity: Azerbloods may treat dwarven waraxes and
dwarven urgroshes as martial weapons, rather than exotic
weapons.
-
Stability: An azerblood gains a +4 bonus on ability checks
made to resist being bull rushed or tripped when standing on the
ground (but not when climbing, flying, riding, or otherwise not
standing firmly on the ground).
-
+2 racial bonus on saving throws against poison.
-
+2 racial bonus on saving throws against spells and spell-like
abilities.
-
+1 racial bonus on attack rolls against mephits (fire, magma,
and steam only) and salamanders.
-
+4 dodge bonus to Armor Class against monsters of the giant
type.
-
Racial Skills: +2 racial bonus on Appraise checks that are
related to fire, stone, or metal items. +2 racial bonus on Craft
checks that are related to fire, stone, or metal.
-
Heat metal: An azerblood can cast heat metal once per day.
Caster level equal to character level. The save is
Charisma-based.
-
Forged: An azerblood gains a +1 bonus on all saving throws
against heat and fire spells and effects. This bonus increases
by +1 for every five additional levels the azerblood attains.
-
Automatic Languages: Common, Dwarven, Ignan. Bonus
Languages: Giant, Gnome, Goblin, Orc, Undercommon.
-
Favored Class: Fighter.
-
Level Adjustment: +1.
CELADRINS
Celadrins are a race of planetouched descended from the unions
of elven worshipers of Hanali Celanil and eladrins (usually
firre) consummated during summer solstice revels.
Celadrins usually resemble
gold elves with flame-red hair, bronze skin, and gold eyes. They
favor radiant garments, often diaphanous silks woven with threads
of silver and gold.
Celadrins are cautious warriors who take time to analyze their
opponents and the location of the fight if at all possible,
maximizing their advantages by using ambushes, snipers, and
camouflage. They prefer to fire from cover and retreat before
they are found, repeating this maneuver until all of their
enemies lay dead.
They prefer longbows, shortbows, rapiers, and longswords. In
melee, celadrins are graceful and deadly, using complex
maneuvers beautiful to observe. Their wizards often use sleep
spells during combat because such magic does not affect other
elves or celadrins.
Celadrins typically live among gold elves, although some wander
the world a few decades before settling down with other types of
elves. They speak Celestial and Elven. Most celadrins who travel
outside their temples (as guardians or wandering troubadours)
learn the Common tongue.
Not uncommon in the forests of Cormanthor, most celadrins trace
their ancestry back to the height of Myth Drannor. Since the
Weeping War, many celadrins have settled in Deepingdale and the
forests surrounding Lake Sember. Celadrins are found in other
elven communities where the church of Hanali Celanil plays a
prominent role, including Evereska and Evermeet. They are
usually strongly associated with the arts, either as
craftsmen, performers, or guardians thereof.
Celadrins are treated as gold elves for purposes of determining
available regions.
Like full-blooded elves, celadrins enjoy the gentler
aspects of freedom and chaos, as represented by the alignment
chaotic good.
Celadrins prefer to live in elven communities with prominent
temples of Lady Goldheart. Most celadrins venerate Hanali
Celanil and honor the rest of the Seldarine.
CELADRIN RACIAL TRAITS
-
+2 Dexterity, -2 Constitution, +2 Charisma.
-
Medium size.
-
Celadrin base land speed is 30 feet.
-
Elven Blood: For all special abilities and effects, a celadrin
is considered an elf. Celadrins, for example, can use elven
weapons and magic items with racially specific elven powers as
if they were elves.
-
Darkvision out to 60 feet.
-
Fire resistance 10.
-
Immunity to sleep spells and effects.
-
Weapon Proficiency: Celadrins are automatically proficient
with the longsword, rapier, longbow, composite longbow,
shortbow, and composite shortbow.
-
Racial Skills: Celadrins have a +4 racial bonus on Perform
(sing) checks and a +2 racial bonus on Listen, Search, and Spot
checks. A celadrin who merely passes within 5 feet of a secret
or concealed door is entitled to a Search check to notice it as
if the were actively looking
-
Fiery Gaze: A celadrin can cast scorching ray once per day.
Caster level equals class level.
-
Melodious Voice: A celadrin has a captivating voice, capable of
influencing NPC attitudes. A celadrin receives a +1 racial bonus
on Diplomacy checks made to influence the attitude of a
non-player character or on wild empathy checks made to
influence the attitude of an animal or magical beast. This bonus
rises to +2 at 5th level, +3 at 10th level, +4 at 15th level,
and +5 at 20th level.
-
Automatic Languages: Celestial, Common, Elven. Bonus Languages:
Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
-
Favored Class: Bard.
-
Level Adjustment: +1.
D'HIN
D'hin (singular d'hin'ni) are a race of planetouched descended
from lightfoot halflings and djinn. They are generally
impulsive and somewhat flighty, unable to concentrate on a
single task for more than a moment.
D'hin vary widely in their
appearance, but adult males are universally bald and females
wear their dark hair long. They tend to stand a little taller
than halflings, but not so tall as to be mistaken as dwarves.
Most favor comfortable, loose-fitting clothes made of cotton or
silk.
D'hin prefer to fight defensively, usually sniping with ranged
attacks as a foe approaches. They rely heavily on hit-and-run
tactics, very much like those of halflings, but they place more
emphasis on mobility and less on cover and concealment.
D'hin live among halflings and fill all the myriad roles of their
pureblooded kin, although they do tend more toward the study
of magic than true halflings. D'hin speak Auran and Halfling,
while those who travel outside halfling lands (as traders,
mercenaries, or adventurers) also learn the Common tongue.
D'hin trace their ancestry back to halfling slaves of the Calim
Empire and their djinn overseers. Persecuted by the
genie-hating humans of early Coramshan, the d'hin fled northward into
the Calishar Emirates as part of the great halfling migration.
Today, d'hin are most common along the Sword Coast, concentrated
in halfling comunities in Calimshan, the Purple Hills
of Tethyr, the eastern shore of Lake Esmel, the Sunset Vale, and
in the vicinity of Secomber.
D'hin are treated as lightfoot halflings for purposes of
determining available regions.
From their halfling ancestors d'hin retain a certain
amount of disinterest in moral and ethical debates, but
from the djinn they keep a level of capricious
unpredictability. Most, then, are represented by the chaotic
neutral alignment.
Most venerate Brandobaris or Shaundakul, although the entire
halfling pantheon (including Tymora) is revered.
D'HIN'NI RACIAL TRAITS
-
+2 Dexterity, +2 Charisma, -2 Wisdom.
-
Small size. +1 bonus to Armor Class, +1 bonus to attack rolls,
+4 bonus to Hide checks, -4 penalty on grapple checks, lifting
and carrying limits 3/4 those of Medium characters.
-
D'hin'ni base land speed is 20 feet.
-
Halfling Blood: For all special abilities and effects, a
d'hin'ni is considered a halfling.
-
Darkvision out to 60 feet.
-
+1 racial bonus on all saving throws.
-
+2 racial bonus on attack rolls with thrown weapons and slings.
-
Racial Skills: +2 racial bonus on Climb, Jump, Listen, and
Move Silently checks.
-
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack
and damage rolls against a d'hin'ni.
-
Spell-like Abilities: D'hin can cast prestidigitation at
will. They can also cast gust of wind, whispering wind, or wind
wall, once per day. Caster level equal to character level. The
save is Charisma-based.
-
Automatic Languages: Common, Auran. Bonus Languages: Dwarven,
Elven, Gnome, Goblin, Orc.
-
Favored Class: Sorcerer.
-
Level Adjustment: +1.
WORGHESTS
Worghests are a race of planetouched descended from barghests and
goblins. They are generally cowardly, finding courage only in
packs and when attacking from ambush.
Worghests vary widely in their
appearance, although in general form they resemble hairy
goblins with sharp teeth within wolflike snouts and hair of any
blue shade. Worghests' eyes glow orange when they become
excited. They favor hides as clothing, but often wear loincloths
or nothing at all.
Worghests can bite in wolf form. Although they love killing,
they have little stomach for direct combat and attack from
ambush when possible.
Living among orcs and goblinoids, worghests demand - and
receive - respect and fear from their pureblooded cousins.
Despite often being the most powerful warriors in a tribe,
worghests rarely attempt to become leaders - they prefer to live
more freely than leadership positions allow. Worghests speak
Infernal and Worg. Most who travel outside their packs (as
raiders, mercenaries, or adventurers) know the Common tongue.
Worghests are most common around the Mines of Tethyamar - north
and west of the Desertmouth Mountains - as many descend from the
barghests that overran these dwarven holdings. Individual
worghests also appear in goblin tribes across Faerûn that were
led by barghests in generations past.
Worghests are treated as goblins for purposes of determining
available regions.
Barghests typically possess powerful
personalities - particularly when compared to orcs and
goblinoids. As such, their descendants take on many of their
personality traits, including a penchant for advancing within a
group by playing within the rules and laws of the area.
Most worghests venerate Malar or deities of the goblin pantheon.
WORGHEST RACIAL TRAITS
-
+2 Strength, +2 Dexterity, -2 Charisma.
-
Medium size.
-
Worghest base land speed is 30 feet. In wolf form, base land
speed is 50 feet.
-
Darkvision out to 60 feet.
-
Low-light vision.
-
Scent.
-
Racial Skills: Worghests have a +4 racial bonus on Move
Silently checks.
-
Racial Feat: A worghest gains Track as a bonus feat.
-
Change Shape: A worghest can assume the shape of a wolf as a
standard action. In wolf form, a worghest gains a bite attack.
Worghests may also take feats requiring the druid's wild shape
ability as a prerequisite.
-
Feed: When a worghest slays a humanoid opponent, it can feed
on the corpse, devouring both flesh and life force, as a
full-round action. Feeding destroys the victim's body and prevents
any form of raising or resurrection that requires part of the
corpse. There is a 50% chance that a wish, miracle, or true
resurrection spell can restore a devoured victim to life. Check
once for each destroyed creature. If the check fails, the
creature cannot be brought back to life by mortal magic. A
worghest gains the effects of a death knell when it feeds in
this manner, using the creature's HD as the caster level.
-
Trip (in wolf form only): A worghest in wolf form that hits
with a bite attack can attempt to trip the opponent as a free
action without making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot react to
trip the wolf.
-
Automatic Languages: Common, Infernal, Worg. Bonus
Languages: Giant, Goblin, Ogre, Orc.
-
Favored Class: Ranger.
-
Level Adjustment: +2.
CACTACAE
These powerful fighters are a race of cactus folk with
wide-ranging homelands including both the veldts and northern
grasslands as well as the deep deserts of Cymek, Dreer Samher,
and the South. They typically stand 7 to 8 feet tall, with
powerful vegetable muscles and thick fibrous skin in varying
shades of green studded with spines extending from tiny to
finger-long. Some specimens of gray, yellow, and brown are
less common, and these varying skin colors might also indicate
age or illness. In springtime, many cactacae sprout small red or
yellow flowers along the ridges of their dark green skin.
Cactacae heads sit flat on their shoulders, without necks.
Their fingers are thick and fairly clumsy, although their grip
is powerful enough to crush bones. An oily sap flows through
their veins rather than blood, and their bones are strangely
shaped, unlike any vertebrate's skeleton. A full-grown cactacae
is not just tall but also massive, weighing as much as 500 to
700 pounds.
Cactacae prefer climates oft heat and light, but they can be active
day or night and survive cold temperatures with proper
equipment. Their preferred garments tend toward colored sashes,
loincloths, and rich jewelry.
Cactacae can sleep standing up with their legs locked. They
speak Sunglari in the south around Dreer Samher, and
Ragamoll in the north near New Crobuzon.
CACTACAE RACIAL TRAITS
-
+4 Strength, +2 Constitution, -4 Dexterity.
-
Medium: As Medium creatures, cactacae have no special bonuses
or penalties due to their size.
-
Cactacae base land speed is 30 feet. Cactacae can move at this
speed even when wearing medium or heavy armor or when carrying a
medium or heavy load (unlike other creatures, whose speed is
reduced in such situations).
-
Natural Armor: Cactacae gain a +1 natural armor bonus to
their Armor Class. This protection combines with Dexterity,
magical bonuses, and worn armor.
-
Plant Type: Cactacae are members of the Plant type and gain
all of the abilities and vulnerabilities of that type, including
immunity to poison, sleep effects, polymorph, paralysis, and
stunning. They have low-light vision and are not subject to
critical hits. Unlike other members of their type, they require
sleep and are not immune to mind-affecting effects.
-
Powerful Build: The physical stature of a cactacae lets them
function in many ways as if they were one size category
larger. Whenever a cactacae is subject to a size modifier or
special size modifier for an opposed dick (sich as during
grapple checks, bull rush attempts, and trip attempts), the
cactacae is treated as one size larger if doing so is
advantageous. A cactacae can use weapons designed for a
creature one size larger without penalty. However, their
space and reach remain those of a creature of their actual
size. The benefits of this racial trait stack with the effects
of powers, abilities, and spells that change the subject's size
category.
-
Spines: Thousands of tough spines cover the cactacae body.
These protrusions allow them to deal 1d6 points of lethal
damage (instead of 1d4 nonlethal) when they choose to deal
damage as part of a successful grapple.
-
Weapon Familiarity: Cactacae may treat rivebows, chakri, and
greatcleavers as martial weapons, rather than exotic weapons.
-
+2 racial bonus on Craft checks that are related to wood.
-
Automatic Languages: Common and Sunglari. Bonus Languages: Any
(other than secret languages, such as Druidic).
-
Favored Class: Fighter.
-
Level Adjustment: +2.
THE TARDY
Using magic, the northern veldt-cactacae keep some of
their bulbs in a coma for months after the others have long
since crawled up from the soil. These late bloomers are the
ge-ain, literally "the tardy." When they do grow to wakefulness,
these cactacae are warped by the magic that retarded their birth.
They are enormous, with bending wooden bones, fused fingers, and
encrusted, thickened skin. Their misshapen tongues and lips make
them slur and mangle their speech.
The average Tardy's senses are sharp, but they live in constant pain from their deformities.
The cactacae never give the Tardy names, but they both fear and
worship these twisted forms of their own kind. Tardy often serve
as scouts and lookouts for cactacae tribes or societies at war.
The Tardy are Large size and have a +5 natural armor rather than
+1. Their folded, thick skin and vegetal circulatory system
provides damage reduction of 10/bludgeoning or slashing.
Piercing weapons have little effect on a Tardy: they don't bleed
as humans do, but rather exude watery sap that seals punctures
quickly. The Tardy ability score modifiers are +8 Strength,
+6 Constitution, -2 Wisdom, -6 Dexterity. The Tardy gain a +3
racial bonus on Spot and Listen checks. The Tardy have a level
adjustment of +4.
KHEPRI
The khepri are a race of women with 2-foot-long headscarabs
that resemble enormous beetles, complete with tiny mandibles,
antennae, vestigial wings beneath powerful casings, and compound
eyes. Khepri males are small insectile animals, essentially
mindless 2-foot-long scuttling things unable to do more than feed
and reproduce.
Female khepri brush their antennae in greeting to one another,
much as humans shake hands. Khepri mouthparts cannot
communicate in Common or any other tongue, although they
communicate among themselves by scent and chemical gusts that
form a powerful silent language that other races can smell and
taste but cannot understand. Khepri speak to other races using
sign language or written notes.
Khepri society is deeply sexist and matriarchal, because its
males are too stupid to contribute to civilization. Most
khepri sisters treat males with contempt, kicking them out of
the way and keeping them in roughly the same regard as roaches.
Only female khepri are available as player characters.
As a society, the khepri place less value on immediate family
and more on clan and extended families. Khepri clans or
extended families are called hives and their subdivisions are
called moieties; the term "Redwing hive, Catskull moiety" can
mean either individual khepri or a particular place in New Crobuzon's
Kinken ghetto.
Khepri guards and fighters are prized for their silence and
their skill, but many khepri turn to crime as well. The khepri
crime-queens of New Crobuzon are well organized and very
difficult to infiltrate. While the crime-queens are as
unsentimental and greedy as any other gangsters, their
followers' loyalties are not just about money: they are also
partly based on hive and moiety. Their preferred weapons
include spears, longspears, flintlocks, crossbows, and hooked
nets.
The khepri are recent arrivals in New Crobuzon. They keep to
themselves in ghettos of their own kind, forming an underclass
of immigrants in districts such as Kinken, Creekside, and Spit
Hearth. These districts are rebuilt from their human forms using
gigantic home-grubs that burrow through the existing walls and
exude an organic pleghm-cement to form the rounder, more
hivelike shapes the khepri prefer. Their customary clothes
include ballooning pantaloons and tightly-woven shirts.
Khepri religion is unlike that of other races; their pantheon is
entirely unique and female. The traditional goddesses include
Awesome Broodma, the Artspitter, Kindly Nurse, and the
guardians known as the Tough Sisters. A new generation of
goddesses has grown up since the time of the Tragic Crossing:
the dissident gods. These include cults devoted to the Elyctirc
Devil, the Air Harvester, Wingsister, and Insect Aspect. The
last of these is a cult devoted to the mindless, insectile side of the
species, and it makes a fetish of the tiny khepri males. The
gloomy doctrine of Insect Aspect claims that khepri women are
cursed, and that the purity of God can be a found in the male,
insectile part of the species. Some Insect Aspect worshipers
take no names for themselves (names are decadent), instead
concentrating on food, sex, and survival without motive or
thought.
The khepri first arrived in New Crobuzon about seven hundred
years ago, not long after the Fervent Mantis arrived at the
eastern continent of Bered Kai Nev, the khepri homeland. That
homeland is now destroyed, as the terrible plague called the
Ravening drove the khepri from Bered Kai Nev one hundred years
ago. During that time, the khepri broodmothers of New Crobuzon
deliberately forgot ten thousand years of khepri history - no
one, not even the khepri themselves, is sure why. The refugees
and survivors of the Tragic Crossing refuse to discuss it,
although surely millions died in Bered Kai Nev during that time.
This hole in their history is just one of the many griefs that
have afflicted the khepri diaspora since it arrived in New
Crobuzon.
KHEPRI RACIAL TRAITS
-
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma.
-
Medium: As Medium creatures, khepri have no special bonuses or
penalties due to their size:
-
Khepri base land speed is 30 feet.
-
Darkvision: Khepri can see in the dark up to 60 feet. Darkvision
is black and white only, but it is otherwise like normal
sight, and khepri can function just fine with no light at all.
-
+2 racial bonus on saving throws against enchantment (mind
affecting) spells: Khepri minds are different enough from most
creatures' minds that their thoughts are difficult to control.
-
+4 racial bonus on saving throws to resist gaze attacks: The
insectoid eyes of the khepri headscarab filter many harmful
sight-based effects.
-
+2 racial bonus on Intimidate and Spot checks.
-
Automatic Language: Khepri. Bonus Languages: Common.
-
Favored Class: Cleric.
REMADE
The Remade are not a true race, but rather a creation of the
punishment factories of New Crobuzon. The flesh of criminals and
political offenders is reshaped to suit the purposes of the city
rulers; their limbs might be reshaped as a commentary on their
crimes, or they might be rebuilt to serve in the colony of Nova
Esperium, half the World away from the mother city.
Although their melding of flesh and machine makes the Remade
resemble constructs, the race gains no construct immunities or
innate advantages; the victims of the process must relearn
walking, speaking, and other simple physical acts in their new
bodies. Over time, they master the power their bodies give them.
Remade are almost always human, although some xenian Remade are
known to exist. These are rare and attract a certain amount of
curiosity just by their appearance; some of these xenian Remade
support themselves by staging carnival sideshows and exhibition
fights. Other Remade might come not from the punishment
factories but from independent chirugeons who cater to
gladiators, pit-fighters, bodyguards and others who seek to
enhance their natural gifts.
CREATING A REMADE
"Remade" is an inherited template that can be added to any
living, corporeal creature (referred to hereafter as the base
creature).
A Remade uses all the base creature's statistics and special
abilities except as noted here.
Special Qualities: Becoming a Remade requires the base creature
to undergo a regimen of tortures, surgeries, and
biothaumaturgical procedures. After enduring this precess, the
character gains enhancements and the same number of defects,
either specifically chosen by the DM or randomly rolled on the
following charts.
Rather than determining exactly what a Remade looks like,
these enhancements and defects assume that functionality is the
important element. The consummate eyes enhancement could come
from a set of gigantic compound eyes, from finely-ground crystal
lenses and telescopes, or from a hawk's head fashioned into
a sort of hat permanently attached to the PC. The appearance
should be up to the player, the mechanics are defined here.
Remade Enhancements
d10 roll |
Enhancement |
1 |
Aquatic Prosthesis |
2 |
Armored Integument |
3 |
Consummnate Eyes |
4 |
Metaclockwork |
5 |
Night Vision |
6 |
Olfactory Enhancers |
7 |
Supernumerary Arms |
8 |
Supernumerary Legs |
9 |
Unnatural Weapon |
10 |
Wakeful Engine |
Aquatic Prosthesis: The Remade gains primitive gills or an
equivalent breathing apparatus. The gills are not especially
effective, but grant a +4 bonus on checks or saving throws
made to resist drowning or poison gas checks. In addition, the
character gains a swim speed of 10 feet or, if he already has a
swim speed, a 10-foot increase to his base swim speed.
Armored Integument: The character gains +1 natural armor.
Consummate Eyes: This Remade has extra eyes, granting him a +4
racial bonus on Search and Spot checks.
Metaclockwork: The Remade has a specialind metaclockwork
component that performs a single thaumaturgical function 3
times per day. At the time of Remaking, the DM chooses three
0-level cleric or wizard spells the enhancement can replicate.
Each function can be used multiple times per day, but every use
counts toward the Remade's daily limit.
Night Vision: The character gains an additional 60 feet of
darkvision, to a maximum of 240 feet.
Olfactory Enhancers: The character gains the benefits of the
scent special ability.
Spring-loaded Jumper: The Remade is a powerful leaper and gains
+4 bonus on all Balance and Jump checks.
Supernumerary Arms: The Remade is multi-limbed. This new limb is
somehow awkward or weak but aids in a number of mundane tasks.
The character gains a +2 bonus on Climb checks and can hold an
item weighing less than 5 pounds in it. The hand does not have
the articulation to wield a weapon or throw items. It also does
not provide extra slots for magic items.
Supernumerary Legs: The Remade possess an additional leg,
wheels, or powerful tentacles. This grants him a 5-foot increase
in base speed and a +4 bonus on ability checks made to resist
being bull rushed or tripped.
Unnatural Weapon: Some dangerous tool, makeshift claw, or
wicked appendage has been permanently affixed to the Remade.
This attachment can be used as a natural weapon and deals
damage depending on the Remade's size.
Remade's
Size |
Weapon
Damage |
Fine |
— |
Diminutive |
1 |
Tiny |
1d2 |
Small |
1d3 |
Medium |
1d4 |
Large |
1d6 |
Huge |
1d8 |
Gargantuan |
2d6 |
Colossal |
3d6 |
Wakeful Engine: Remade with the wakeful engine must take the
boiler defect. Characters with this enhancement require no rest
periods to avoid fatigue or exhaustion (although they still
require periods of quiet contemplation to regain spells).
This modification is often made to horses, oxen, and other
beasts of burden.
Remade Defects
d10 roll |
Defect |
1 |
Boiler |
2 |
Clumsy |
3 |
Crippled Limb |
4 |
Dulled Faculties |
5 |
Hideous Deformity |
6 |
Malfunctioning Memories |
7 |
Poor Healing |
8 |
Slow |
9 |
Stiff Jointed |
10 |
Wheels |
Boiler: The character has a steam boiler that constantly
requires fuel, and costs 2 gp per day to feed. If fuel runs
out, the character is immediately fatigued. For every day the
boiler remains out, the character must make a Fortitude save
(DC 14 + 1/day out) or be exhausted. Completely submerging in
water or other liquids extinguishes the boiler. Characters
with boilers weigh 40 pounds more than characters without.
Clumsy: Many Remade are of shoddy construction, and Remade are
notoriously unable to control their bodies. Their attachments
often fumble or fail at motor coordination. This Remade's
Dexterity score drops by -2.
Crippled Limb: One of the character's hands or whole arms has
been amputated, weakened, or warped to the point of near
uselessness. The Remade cannot wield weapons with the afflicted
limb or make use of weapons that require two hands. The limb
lacks the ability to grip and cannot hold items, although,
depending on the details of the defect, the Remade might still
retain his finger and arm or wrist magic item slots.
Dulled Faculties: The Remade's normal senses are somehow
compromised by his augmentations. Choose two of the following
penalties: -4 on Listen checks, -4 on Search checks, or -4 on
Spot checks.
Hideous Deformity: The Remade has been fashioned with oozing
sores, sealed mouth, exposed muscle or bone, or similar visual
flaws. The character takes a -4 penalty on Diplomacy and Gather
Information checks.
Malfunctioning Memories: The character's brain has somehow been
tampered with, affecting his memory and skills. There is a 25%
chance that whenever the Remade makes a skill check he only
counts half of his ranks to determine his skill modifier. This
defect has no effect on skill checks in which the character has
no ranks.
Poor Healing: The Remade does not recover from injuries well.
The character regains only a quarter as many hit points from
natural healing as he normally would (minimum 1 hp per day).
Slow: Because of their complex skeletal structures, metal parts,
and general bolted-together natures, some Remade are simply not
that fast. These characters' base movement is reduced by -10
feet.
Stiff Jointed: The character is bound by rusty metal joints,
awkward bony outcroppings, poorly healed wounds, or a variety of
other maladies that hinder his movement. He takes a -4 penalty on
Balance, Jump, and Tumble checks.
Wheels: Remade without legs and feet must make DC 14 Strength
checks to move over any space of rough terrain. (This DC might
be higher in certain situations, as determined by the DM.)
Failure means that the character has wasted 5 feet of movement
and must either choose another path or try again (if he has any
movement remaining). He cannot charge or run over even mildly
uneven ground. These Remade cannot climb stairs or ladders
without a Strength check for each to feet of length (DC 15 for
stairs, DC 20 for ladders). All Swim and Ride checks take a -4
penally.
Level Adjustment: Same as base creature +1.
VODYANOI
The vodyanoi resemble fishy frogs with largely human faces and
huge hands. They are excellent craefters of magic and small
sorceries: many are dowsers, shamans, or warlocks of one stripe
or another, although some are also druids. They are fully
amphibian, capable of staying underwater without needing to
breathe air and able to stay on dry land for days or weeks, as
long as they can wet down their skins with at least 1 gallon of
water per day.
Vodyanoi seem smaller than they truly are because of their
hunched and squatting posture, and they rarely seem to stand
much more than 4 feet high. Their true size is apparent from
their weight, however, as most tip the scales at more than 170
pounds and the fattest among them weigh 300 pounds or more.
Their hands and feet are lightly webbed, but their fingers are
nimble.
Many vodyanoi worship Palgolak, a god of knowledge and learning
who commands his vodyanoi and human followers to learn, to
categorize, and to share knowledge. The New Crobuzon Palgolak
Library is the best in the city, and its doors are open to all.
Vodyanoi speak Ragamoll in New Crobuzon as well as Fellid
Vodyanoi, Lubbock Vodyanoi, Southern Vodyanoi, and many other
dialects of their language. Most work near the waterfront. Some
are pilots and navigators, but most are stevedores and
dockworkers. Their homes are amphibious as well, without
internal doors and with huge rooms above and below the water.
Sluices refresh the water in them every day, and most connect by
canal passageways.
All vodyanoi have some skill at watercraeft, as they refer to
elemental water magic. This magic is not as formal as human
magic, but is a sort of folkloric magic focused on shamanic
channeling and shaping of water energies.
VODYANOI RACIAL TRAITS
-
+2 Dexterity, +2 Charisma, -2 Wisdom.
-
Medium: As Medium creatures, vodyanoi have no special bonuses
or penalties due to their size.
-
Vodyanoi base land speed is 20 feet. Their swimming base speed
is 40 feet. Vodyanoi have a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. They can always
choose to take 10 on a Swim check, even if distracted or
endangered. Vodyanoi can use the run action while swimming,
provided they swim in a straight line.
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Vodyanoi gain a +2 racial saving throw bonus against illusion
spells or effects.
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Low-Light Vision.
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Watercraeft: Vodyanoi have the incredible ability to shape
water to suit their needs. This ability allows a vodyanoi to
affect water as per either the spell control water or stone
shape (but affecting water instead of stone), cast as a sorcerer
of a level equal to his class level. A vodyanoi can use this
ability a number of times per day equal to his Charisma
modifier. The durations of these spells changes to
concentration + 3 rounds.
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All vodyanoi gain a +1 bonus to the DC of all spells in
divination, illusion, conjuration (summoning), or enchantment
(charm). The school must be chosen when the character is
created.
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+2 racial bonus on Concentration, Jump, and Spellcraft
checks. A vodyanoi who merely passes within 5 feet of a water
source or permanent spell effect is entitled to a Search check
to notice it. This ability does not tell the vodyanoi any
details, such as the school, strength, or nature of the spell.
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Spell-Like Abilities: 1/day - speak with animals (aquatic animal
only, duration 1 minute). A vodyanoi with a Charisma score of
at least 10 also has the following spell-like abilities:
1/day - jump, longstrider, mending. Caster level 1st; save DC 10 +
vodyanoi's Cha modifier + spell level.
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Automatic Languages: Common and Vodyanoi. Bonus Languages:
Cactacae, Druidic, Salt.
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Favored Class: Sorcerer.
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Level Adjustment: +1.
GARUDA
A race of desert birdfolk, the Garuda are proud and noble
hunters, spending most of their time engaging in a hunt or
performing other vital tasks for their tribe.
Garuda typically stand just over
6 feet tall and weigh between 100 and 150 pounds. Although their
skin color is most commonly a wash of tan, their feathers can
vary wildly from gray and white to brown and tan.
Ganda are masters of hunting targets from the air. To this end,
they use dropped and ranged weapons, and they often glide into
position silently, gaining complete surprise. They land only
when injured or to finish off their prey. When hunting, garuda
use composite bows, spears, longspears, and whips. Their
typical prey includes birds as well as earthbound animals.
The garuda possess powerful claws, hollow bones, excellent
eyesight, and a great love of freedom. Their tribal society is
completely egalitarian and rarely has any need of city-made goods
or customs; they do not use money or pray to
deities or spirits. Most live in the Cymek desert, while others
dwell in the north of Shotek and the west of Mordiga. The Cymek
garuda include a librarian clan who travels with trunks
containing thousands of volumes, many of them otherwise lost. A
tent city springs up around this clan's center of learning
wherever it lands, and other clans bring them books, and other
goods.
Those garuda who go to cities are often confined to ghettos.
Garuda in New Crobuzon dwell in a region called Spatters, on the
distant outskirts of the city, at the top of tower blocks
refitted with perches and nesting space open to the sky.
Garuda follow their own strange legal code. To them, denial of
choice is the moral compass that determines criminal action,
and all crimes are the same crime, called "choice-theft." Any
garuda who murders, rapes, or enslaves another is guilty of the
blackest crime and is typically exiled from the tribe after his
or her wings are cut off. Few survive the desert long in this
condition.
Most garuda never leave the Cymek desert, and those who do
are often "abstract individuals," as tha garuda call exiles.
Other are more familiar with human
customs, such as the ghetto garuda of New Crobuzon. These garuda
are rarely well-off, and only the strongest or cleverest escape
their low origins. All garuda make excellent scouts and trackers.
All garuda prefer the open sky and find buildings and
underground structures completely repellant.
Garuda speak Common and their own language of piping, raucous
sounds. Residing in the higher registers, Garuda cannot be
Spoken by human voices.
GARUDA RACIAL TRAITS
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+4 Strength, +6 Dexterity, -2 Charisma.
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Medium size.
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+2 natural armor bonus.
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Garuda base land speed is 30 feet. They also have a fly speed
of 40 feet with average maneuverabikty.
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Racial Hit Dice: A garuda begins with three levels of humanoid
(garuda), which provide 3d8 Hit Dice, a base attack bonus of
+2, and base saving throw modifiers of Fort +1, Ref +3, and Will
+1.
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Racial Skills: A garuda's humanoid levels give it skill points
equal to 6 × (2 + Int modifier, minimum 1). Its class skills
are Hide, Move Silently, and Spot.
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Racial Feats: A garuda's humanoid levels give it two feats.
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Natural Weapons: 2 claws (1d4).
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Vertical Strike (Ex): Garuda gain double the normal range
increment when firing straight down from at least 30 feet
overhead. If the attack roll is successful, they also gain a
+2 bonus on damage rolls.
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Chaos Resistance (Ex): Garuda are either the products of chaos
magic or have simply lived near it and with it long enough to
build up a tolerance. Either way, spells and abilities with the
Chaos descriptor do not affect them as easily, and they gain a
+2 racial bonus against effects such as those generated by the
Cacotopic Stain and outsiders with the chaotic subtype.
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Hunter's Eyes (Ex): Garuda can see their foes from a great
distance in the air. They gain a +8 racial bonus on Spot checks
in daylight hours made while flying.
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Automatic Languages: Common and Garuda. Bonus Languages: Any
(other than secret languages, such as Druidic).
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Favored Class: Ranger.
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Level Adjustment: +1.
EXILED MODRONS
The existence of the rogue modrons adds a twist to the
rigid hierarchy of modron society. Sometimes commands are
misinterpreted (even among the modrons), and contradictory
instructions can pass through two separate chains of command to
the same modron. Although exceedingly rare; this conflict can
easily lead to a modron going insane, abandoning its duties, and
turning rogue. Other contradictions in experience, such as on
the chaotic plane of Limbo, can also cause a modron to go rogue.
Even more rarely, the seeds of disobedience occur naturally
within a modron, so that it grows discontent with service to
the bureaucracy as a whole, even without an outside
contradiction confronting it. Sages theorize that perhaps Primus
himself plants these seeds in order to gain a further
understanding of the universe.
Whatever the cause, rogues are hunted down and destroyed without
mercy by their fellow modrons. The racial opposition they feel
against rogue modrons far surpasses any they experience, even
toward truly chaotic creatures such as the slaad.
Of course, modrons are the epitome of bureaucracy. Even with
how reviled rogue modrons are, a rare process exists for
modrons to be exiled. This occurs mostly in modrons of
quadrone level and above, since they have the intellect to
sometimes realize their own rogue nature and begin the petition
process before they are discovered and destroyed. Tridrones and
lower castes typically realize what has happened to them too
late, when a squad of pentadrones arrives to destroy them.
Even among the rare few who begin the process, a very select
number are approved for exle. These exiles undergo a physical
transformation within the Modron Cathedral at the center of
Regulus, which breaks their bond to the Energy Pool. This
transforms them into a creature that resembles a quadrone, but
with a few different characteristics. Those sages who believe that Primus
often plants the seeds of conflict within some modrons also theorize that
Primus himself approves those modrons for exile in order for
them to explore the planes unhindered by the rigidity of modron
duties.
With their bond to the modron Energy Pool broken they gain the
living construct subtype, losing many of the powerful immunities
of standard constructs along with their Hit Dice. Essentially,
exiled modrons begin their lives again with a few faint memories
of their past life. True modrons, and even many rogue modrons,
view the exiles as they view any other nonmodron outsider. They
are no better or worse than a human or tiefling.
Although these characters have a range of personalities, they
tend toward lawful alignment and still prefer to know the
hierarchy of command within any group they join. They differ
from true modrons, however, in that they can be far more
flexible and adapt to various new situations without resorting
to a set of standard procedures. Still being modrons, though,
they often have difficulty comprehending, illogical mortal
ideas - like art, passion, or honor. This leads many to propose
convoluted rationalizations or endless interrogations of those
who demonstrate such traits.
Exiled modrons are not from any caste. They can be any alignment
(although they tend toward lawfulness) and any character
class. Exiled modrons are always exactly 5 1/2 feet tall and
weigh 400 pounds.
EXILED MODRON RACIAL TRAITS
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+2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma.
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Medium size: As Medium creatures, exiled modrons have no
special bonuses or penalties due to their size.
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Construct (living construct): As living constructs, exiled modrons
differ from both other constructs as well as other living
creatures.
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Exiled modron base land speed is 30 feet. Exiled modrons
possess vestigial wings, but lack any flight ability.
-
Surprise Vulnerability: Due to the conflict of free will and
their innate sense of order, exiled modrons have a difficult time
reacting to surprises. As such, they are considered flat-footed
until the second turn in combats they did not initiate. They are
still able to act on their first round, but remain flat-footed.
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The durable shell of an exiled modron grants acid, cold, and
fire resistance 2. They also gain a +2 natural armor bonus.
-
Exiled modrons retain some degree of their alien intelligence
and hence receive a +2 racial bonus on all saving throws versus
illusions and mind-affecting effects.
-
Exiled modrons take a -2 penalty on all Charisma-based skill
checks made against chaotic creatures.
-
Exiled modrons gain a +2 racial bonus on Spot and Listen
checks.
-
Exiled modrons cannot wear standard armor or clothing,
including, robes, vests, and shirts. Such items have to be
custom made to fit.
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Automatic Languages: Common. Bonus Languages: Celestial,
Gnome, Infernal, and Modron.
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Favored Class: First class taken. The class that an exiled
modron takes its first level in becomes its favored class.
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Level Adjustment: +1.
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