GLACIER DWARVES
Although many of the frostfell's dwarves are the same as
dwarves in other lands, some have left their ancestral homes
in the mountains, seeking an altogether different material
from which to forge their weapons and armor. This material,
known as blue ice, is found only in the deepest and
most ancient glaciers. Blue ice can be forged like metal,
but is lighter and keeps a sharper edge. These dwarves have
taken to building their underground homes in the hearts of
glaciers that carry deposits of blue ice. These glacial mines
are similar in many ways to the mountain mines, except
that everything is crafted from masterfully carved ice. The
dwarves who dwell in these fantastic structures are often
known as glacier dwarves.
Glacier dwarves are identical to dwarves, except for as follows:
-
Icecunning: Glacier dwarves gain a +2 racial bonus
on Search checks to notice unusual construction or
hazards in ice and snow. This includes traps of ice or
snow, and natural or supernatural hazards such as thin
ice or blood snow. A glacier dwarf who merely comes
within 10 feet of unusual ice construction or hazards
can make a Search check as if he were actively searching,
and a glacier dwarf can use Search to find ice or
snow traps as a rogue can. This ability replaces the
dwarf's stonecunning.
-
Cold Tolerant: Glacier dwarves gain a +2 racial bonus
on saving throws against cold damage and cold effects.
Glacier dwarves can also exist comfortably in conditions
between -20° and 90° F (severe cold to hot) without
having to make Fortitude saves. This ability counts as if a glacier dwarf had the Cold
Endurance feat for purposes of fulfilling prerequisites
for other feats or prestige classes.
-
Glacier dwarves have no special racial resistance to
poison.
-
+2 racial bonus on Appraise and Craft checks that are
related to snow, ice, or special frostfell materials. This
replaces the bonus on checks that are related to stone
or metal.
SNOW ELVES
Explorers into the farthest reaches of the ice sometimes
return with stories of magnificent ice cities built atop
remote mountaintops that are inhabited by snow elves, folk
with eyes as white as snow and hair that coils like fragile
wisps of cloud. They have no physical resistance to the cold,
but their cities are built to shield their citizens from the surrounding
environment. As a result, snow elves tend to leave
their cities only rarely, and have not had much contact with
the outside world.
Snow elves are in most regards similar to elves, but with the following notable
changes:
-
+2 Dexterity, -2 Charisma: Snow elves remain as graceful
and fluid in their motions as their warmer-dwelling
kin. Although they are generally much hardier than
other elves, their icy environs have made their emotions
sharp and their attitude even more elitist and haughty
than normal.
ICE GNOMES
Gnomes born and raised in the frostfell are often called
ice gnomes, if only for their propensity for decorating
their homes and villages with elaborate ice sculptures. Ice
gnomes possess a different set of spell-like abilities due to
their environment and childhood teachings:
-
Spell-Like Abilities: 1/day - speak with animals (arctic
mammal only, duration 1 minute). An ice gnome with a
Charisma score of at least 10 also has the following spell-like
abilities: 1/day - dancing lights, prestidigitation, ray of
frost. Caster level 1st; save DC 10 + gnome's Cha modifier
+ spell level.
TUNDRA HALFLINGS
Halflings native to the frostfell are known as tundra halflings,
for their affinity to these wide open reaches of the frozen
lands. They retain their nomadic lifestyles, but often build
permanent structures along the paths their wanderings
commonly take; it's not uncommon for a group of tundra
halflings to wander from one empty village to another as
the seasons change.
Tundra halflings have the same racial traits as halflings, but with the following
exceptions.
-
+2 racial bonus on Jump, Move Silently, and Survival
checks. Halflings raised on the tundra have little opportunity
to practice their climbing skills, while ample
moments exist to hone one's skills at surviving. This
replaces the halfling's bonus on Climb, Jump, and Move
Silently checks.
-
Favored Class: Ranger. A multiclass tundra halfling's
ranger class does not count when determining whether
she takes an experience point penalty for multiclassing.
Tundra halflings tend to be more isolated and insular, and
do not often interact with other societies. This, combined
with the fact that they are more often forced to provide for
themselves by hunting and gathering, make them turn to
the skills of the ranger more often than not.
NEANDERTHALS
The neanderthals are a feral race of humans, created by the
crude and violent deities of the winterlands to dwell in their
frozen domains. They are a primitive folk who have never
seen the need to become more civilized, usually living in
caves or abandoned underground ruins and hunting the
surrounding regions with great skill.
Personality: Neanderthals are savage and brutal, reflections
of the feral deities who created them. They react with
suspicion or open hostility toward unknown developments,
since they learn early on in childhood that the unknown is
something to fear. If you understand the enemy, you have
nothing to fear, for you know what needs to be done to overcome
him. Yet among friends, neanderthals are much more
relaxed and sociable, and enjoy dancing, singing, tale-telling,
feasting, and other pastimes involving large numbers
of people.
Physical Description: Neanderthals are hairy and
thickly built, with long arms and barrel chests. Their heads
are a bit larger than a human's, with a sloping brow and
a prodigious jaw filled with large strong teeth capable of
cracking bones. They often adorn their skin with crude tattoos
and war paint, either to afford themselves camouflage
in natural environments or to strike fear into their enemies.
Scars are often held to be marks of honor and esteemed in
neanderthal society, and are openly displayed both to honor
the fallen enemy and to increase that person's prestige in
the eyes of his kin. Neanderthals are towering figures, often
standing between 7 and 7-1/2 feet tall and weighing about
350 pounds. They reach adulthood at the age of 14, and live
about 65 years.
Relations: Neanderthals have traditionally had poor relations
with other races. Orcs, frost folk, and similar savage
races treat them the same way as they treat humans - as
enemies at best and as food at worst. Yet the neanderthals
cannot look to the civilized societies for aid, for such societies
often displace neanderthals from their homelands in
their relentless pursuit to colonize and settle new lands. The
neanderthals never give up their homelands gently, and the
history of neanderthals and civilization is a long, bloody tale
of warfare and slaughter. Those few societies that understand
and honor the neanderthals' traditions and hunting
grounds are still regarded with suspicion; the neanderthals
have been tricked and deluded far too many times for them
to openly accept offers of friendship and trade.
Alignment: Neanderthals lead simple lives and are at
one with the natural world. Good and evil, law and chaos
have little interest to neanderthals, and they prefer to react
to new situations based on similar previous encounters.
They have little interest in expanding their territories, but
at the same time defend their homes with a ferocity equaled
by few orc tribes. While they may be bound by longstanding
ancestral traditions and religions that are viewed as laws
of a sort, these traditions are highly mutable and prone to
change when each generation comes into power.
Neanderthal Lands: Neanderthals usually live in large
groups consisting of six to ten extended families. These are
known as clans. A single neanderthal clan usually dwells in
a large cave network with numerous small entrances and
one large main entrance, in which feasts and ceremonies
are often held. Where large caverns like this are unavailable,
neanderthals settle in abandoned ruins or in the lee of large
rock formations if no other shelter is available; they do not
build their own shelters.
Surrounding their clan's home are their hunting grounds.
A clan's hunting grounds usually cover as much terrain as
a person can walk in a half-day's travel, since the hunters of
neanderthal society prefer to return to their homes at night
after a day spent in the wild. The borders of these hunting
grounds are often marked with crude fetishes made of skin,
bone, and trophies taken from vanquished enemies.
Religion: Although neanderthals do not form civilized
societies, their religious beliefs often rival those of civilization
in complexity. Each clan adheres to specific beliefs
that are handed down via oral tradition and cave paintings
through the generations. Most neanderthals do not normally
worship actual deities; rather, they are taught by their
spiritual leaders (usually druids or sorcerers) about their
clan's particular beliefs.
Some clans believe that all living creatures are part of
the spiritual world, and that for each animal and each plant
there exists a spiritual ideal. These are commonly held to be
paragon examples of such creatures, real and physical and
flesh, yet embodying all that their specific breed represents
in the real world.
Other clans participate in a form of ancestor worship,
in which the bodies of the dead are buried in the frozen
ground and marked with a complex series of cairns and
other stones placed along lines of power (real or imagined)
connecting the bodies of the dead. These clans believe that
the spirits of their ancestors watch over them, protect them,
and judge them in death, either allowing them entrance
into the world or forcing them into the frozen depths of
the underworld.
Fire is also often worshiped by neanderthal clans. While
all neanderthals are taught the secrets of making fire when
they are old enough to hold a piece of flint and steel, the
actual physical qualities of fire are still mysterious and powerful
in neanderthal society. Most neanderthal caverns have
a central bonfire chamber that is never allowed to go out; it's
natural that some of them would start viewing this "eternal
fire" as divine in nature.
A few clans actually worship specific deities, usually
their savage creator deities. Neanderthals most often
revere Telchur, Thrym, Ulutiu, and Vatun. More rarely,
neanderthal clans are converted to the worship of civilized
deities by clerics or missionaries from other races
that have somehow gained the trust and admiration of
the clan. When this cleric or missionary dies, the clan
continues to worship the deity, often building elaborate
fetishes or crude altars at which to worship or perform
sacrifices. Over the generations, these cults often become
quite altered from the original source, so that multiple
clans who may technically be worshiping the same deity
do so in wildly different ways.
In any case, religion is important in neanderthal society,
for it provides a framework for them to explain everything
in the world and their lives that they do not understand.
Language: Although long ago, the original neanderthals
had little need of language, today their rich oral traditions
make language an important part of their society. For the
most part, neanderthals speak a crude form of Common that
can be understood (with a bit of concentration) by anyone
who speaks the language. Neanderthals are generally illiterate,
and prefer to use pictures and drawings to preserve
concepts and stories.
Names: Neanderthals have simple names, yet they attribute
great power to them. Names are typically guttural and
savage sounding. A neanderthal's given name is a jealously
guarded secret known only to his most trusted friends and
the other members of his clan. To outsiders, a neanderthal
typically refers to himself by his class or profession in the
clan, along with his clan's name. For example, a hunter
might introduce himself as a hunter of the Elk Clan.
Male Names: Artok, Becksor, Brulak, Garthak, Kalak,
Llurg, Murak, Orick, Ralagh, Thogart, Torak, Urak.
Female Names: Ayah, Bahgdra, Cirah, Drelli, Durana,
Illka, Kara, Lana, Magala, Neruh, Onsi, Orli, Svelani, Zura.
Clan Names: Clan names are typically named after a
predominant animal in the region; Bear Clan, Branta Clan,
Elk Clan, Mammoth Clan, Raven Clan, Tiger Clan, and
Wolf Clan are excellent examples. Rarely, a clan may take
the name of a particularly powerful local menace, such as
Dragon Clan, Spider Clan, or Yeti Clan.
Adventurers: It's rare, but sometimes a lone neanderthal,
disillusioned with life among his tribe or forced by a more
tragic history to strike out on his own, stumbles upon a
more civilized society. These encounters are usually brutal
and short, but in some cases, a neanderthal learns to adapt
to the newly encountered settlement, and often becomes a
well-liked and valued member of the community, if only for
his penchant for telling engaging stories of the wild. These
neanderthals often become adventurers, and take quite
naturally to the adventuring lifestyle.
NEANDERTHAL RACIAL TRAITS
-
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence.
Neanderthals are strong and hardy, but are
hampered by slow intellects and reflexes.
-
Medium: As Medium creatures, neanderthals have no
special bonuses or penalties due to their size.
-
Neanderthal base land speed is 30 feet.
-
Primitive Weapon Mastery (Ex): Neanderthals have a
+1 racial bonus on attack rolls made with the following
weapons: bolas, club, dart, greatclub, goad, harpoon, iuak,
javelin, longspear, quarterstaff, ritiik, shortbow, shortspear,
sling, spear, sugliin, throwing axe, and tiger skull club.
-
+2 racial bonus on Listen, Spot, and Survival checks.
Neanderthals have excellent senses and know how to get
along in the wild with ease.
-
Climate Tolerant (Ex): Neanderthals suffer little harm
from environmental extremes of heat or cold. They do not
have to make Fortitude saves in extreme environments
between -20° and 140° F (severe cold to severe heat). This
ability does not provide any protection from fire or cold
damage. This ability counts as if a neanderthal had the
Cold Endurance feat for purposes of fulfilling prerequisites
for other feats or prestige classes.
-
Human Blood: For all effects related to race, a neanderthal
is considered a human. Neanderthals are just
as vulnerable to special effects that affect humans as
humans are, and they can use magic items that are only
usable by humans.
-
Illiteracy: Neanderthals do not automatically know how
to read and write. A neanderthal must spend 2 skill points
to gain the ability to read and write all languages he is able
to speak. He does not automatically gain this skill when
taking a nonbarbarian character class, with the exception
of the wizard class.
-
Automatic Languages: Common. Bonus Languages:
Dwarven, Giant, and Orc. Neanderthals are familiar with
the languages of giants and orcs, for these two groups are
common enemies that vie for competing land with them.
Likewise, their penchant for dwelling in caves and underground
ruins often puts them in contact with dwarves.
-
Favored Class: Barbarian. A multiclass neanderthal's barbarian
class does not count when determining whether
he takes an experience point penalty for multiclassing.
ULDRAS
Uldras are small fey that dwell in the arctic wilderness,
living at peace with the natural world. In particular, uldras
are quite fond of the wild animals of the world, and see
themselves as the guardians and protectors of such creatures,
especially in cases where civilization encroaches.
Although they generally prefer to avoid conflict, they are
quick to rise in the defense of local wildlife.
Personality: Uldras are exceptionally emotional creatures,
and their reactions to new situations are always powerful
and expressive. An uldra can be laughing with joy one
moment, screaming with rage in the next, and then be calm
and serene a moment later. To an uldra, these ever-changing
mood swings are natural and logical, but they often project
a feeling of insanity to more civilized people.
Nothing brings joy to an uldra's heart more than watching,
playing with, or helping wild animals. They find
domesticated animals to be depressing and enraging, and
often stage midnight raids on villages to "rescue" cows, dogs,
and other domesticated animals by kidnapping them and
helping them to return to their wild roots. Uldras have a
strong dislike of cities and civilization in general, and many
of them take it upon themselves to harass and annoy travelers
and other obviously city-bred folk they encounter.
Physical Description: Uldras are short and thin, standing
anywhere from 2-1/2 to 3 feet tall and typically weighing
30-40 pounds. They are fairly long-lived, rivaling the elves
for longevity. An uldra becomes an adult at approximately
the age of 100, and can live to be more than 600 years old.
Their limbs are long and thin, and each of their hands possesses
three long fingers and a thumb. Their toes are also
long and thin, with long sharp toenails. They tend to walk
or run on the balls of their feet or their toes. Uldra skin is
generally pale blue or even snow white. Hair color is typically
some darker shade of blue or black, frosting to gray
or light blue in advanced age. Their ears are large, but their
nose, mouth, and chin are fairly small, giving their faces
an expressive but undeniably alien look. The most startling
feature about the uldra's visage, though, is its eyes; an
uldra's eyes are quite large and colorful, and can be nearly
any color (and often have two or three hues). Combinations
of green, gold, and red are the most common. In the dark,
their eyes seem to glow with a soft light. They prefer to
dress simply in rustic clothing, and often eschew clothing
altogether. The major exception is hats; uldras have a deep
love of hats (especially pointed hats) and it's rare indeed to
see a hatless uldra.
Relations: Uldras prefer the company of other fey (particularly
dryads and other uldras), but since they tend to
live closer to civilized lands than most fey, contact with the
humanoid races is common. They find the most in common
with gnomes, and most actively enjoy the company of
gnomes and visit gnome villages to trade goods, stories,
or friendship. They get along well enough with elves and
halflings, but as a general rule they don't seek them out.
Brutal races, such as orcs and goblinoids, are often thought
of as little more than monsters by uldras, and they try to
avoid contact with these creatures. The majority of conflicts
in uldra society happen with humans and dwarves. These
races have embraced technology more than the others, and
their habits of expanding violently into the natural world
or mining it for its riches enrages and depresses the average
uldra. As a result, most uldras view humans and dwarves
with bitter suspicion at best. Since uldras tend to avoid interacting
with most nonuldra races except in times of conflict,
they have developed a mostly undeserving reputation as a
sinister and evil race in the eyes of most humanoids.
Alignment: Uldras are free-spirited and often give in
to their emotions or act on a whim; as a result they are
most often chaotic neutral. Many uldras, enraged by the
lack of respect afforded the natural world by other races,
turn to evil in an attempt to exact vengeance and to fight
back in nature's behalf. Good-aligned uldras are rarer,
but those who do resist their darker natures try to find
peaceful ways for the civilized races and nature to coexist.
Lawful uldras are quite rare, but not unheard of; usually
such uldras are those who have had long contact with
lawful humanoid societies.
Uldra Lands: Unlike humanoid races, uldras have little
interest in building cities. They dwell in natural caves,
hollow trees, dense thickets, or icy glacial tunnels or spires,
finding comfort and shelter as they can. They tend to live
in small groups of three to six family units, with about six
uldras per family. Their lives are nomadic, and their society
anarchic. Leadership, when necessary, is usually assumed by
the loudest or strongest, and even then only lasts for a short
time. Nothing breaks up uldra families faster than oppressive
direction by a single overbearing authority figure.
Uldras are ferociously territorial, and usually react violently
to any attempt to cultivate or alter natural regions by
civilized races. They are less antagonistic toward explorers,
wanderers, travelers, and adventurers, although if such creatures
penetrate too deeply into lands held sacred by uldras
they are often the target of ambushes.
Once in a great while, a group of uldras become seized
with a powerful form of wanderlust, an irresistible urge to
seek out new realms of nature beyond the tundras and glaciers
and taigas of their ancestors. These uldras travel for
many months, often years, following an almost terrifying
obsession to find a new location to settle. These sudden
urges to wander are known to uldras as homecomings, for
upon arriving at the location that they have been mysteriously
drawn to, uldras have a strong sense of belonging
and ease. It's generally thought by uldras that a homecoming
affects a particular family when a part of the natural
world is endangered in some way, and this spiritual call
for aid is answered when a new uldra family arrives to
take the needy region under its care. Uldras usually settle
in arctic regions after following a homecoming, but it's
not unheard of for uldra homecomings to draw them to
temperate or even tropical regions. Sometimes, an uldra
family forges an iceheart to keep their new
home at a more comfortable temperature, but for the most
part temperate- and tropical-dwelling uldra families disband
within six months.
Religion: Uldras do not normally worship deities, per
se, but prefer to focus their religious attentions to nature
itself. They view the natural world as a mystical force, a gift
to the living that must be protected and nurtured. Animals,
in particular, are viewed as the holiest portion of nature.
Often, a group of uldras select a particularly powerful or
ancient animal and worship it as a direct manifestation of
nature. Some uldras do venerate deities, but these uldras
tend to be loners or hermits that have given up family life
for solitary existences.
This was not always the case, however. In the ancient
past, most uldras were devout worshipers of a beautiful
uldra deity named Hleid, and their faith in her tempered
their natural inclination to be chaotic. Unfortunately, she
was nearly slain one terrible night by her nemesis Iborighu.
Her fragmented body was cast into the polar seas, where
the burning remnants transformed into rimefire eidolons,
which then created huge icebergs to protect themselves
from further harm. The battle wounded Iborighu grievously
as well, but he survived intact, and today his cult is the only
organized religion in many uldra lands.
Since this time, robbed of the benign guidance of Hleid,
uldras have slowly but inexorably grown more chaotic and
suspicious of the world.
Today, Iborighu counts numerous sects of uldras as its
most devout followers. Uldra cultists of Iborighu believe
that the natural state of the world is one of perpetual winter
and frozen beauty, and constantly seek ways to extend the
freezing embrace of Iborighu into warmer regions. Uldra
worshipers of Iborighu are, as a result, the most commonly
encountered uldras outside arctic regions, and are the greatest
reason that many humanoid races tend to view uldras as
sinister and evil. Recently, clerics of Hleid have begun to
reappear in the frostfell as well, possibly indicating that the
deity is nearing a return to full divinity.
Language: Uldras are gifted linguists, and most know
at least three languages spoken in the local region. Despite
this, they have never developed their own language. The
closest uldras have to a racial language is Sylvan. Most uldras
believe that their gift for language is a gift from nature, that
they were selected by the natural world to be its voice.
Names: Uldras choose their own names not long after
they learn to speak as children, often basing their names
on some facet of the natural world that particularly appeals
to them. They don't attach much more significance to their
names, and it's not unusual for an uldra to change names
numerous times throughout his lifetime, as he encounters
new manifestations of nature that appeal to him.
Male Names: Bluetop, Chillblood, Glacierface, Icetongue,
Shiver, Tusktooth.
Female Names: Coldcrystal, Frostwillow, Glitterrime,
Skie, Skitterime, Whispersnow.
Adventurers: An uldra usually becomes an adventurer in
order to travel the world and seek out new natural realms to
explore and experience. Often, an uldra with the urge to see the
world joins with a group of like-minded adventurers (usually
those with druids, barbarians, and rangers) for protection.
ULDRA RACIAL TRAITS
-
-2 Strength, +2 Constitution, +2 Wisdom. An uldra's
small size is more than compensated for by his vigor and
faith in his convictions.
-
Small: As a Small creature, an uldra 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.
-
An uldra's base land speed is 20 feet.
-
Darkvision: Uldras can see in the dark up to 120 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and uldras can function just fine with
no light at all.
-
Low-Light Vision: An uldra 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.
-
Nature Scholar (Ex): The Knowledge (nature) skill is
always a class skill for uldras, and they gain a +2 racial
bonus on all Knowledge (nature) checks.
-
Cold Resistance (Ex): Uldras are completely at home in
freezing environments, and they suffer no harm from
being in a cold environment. The uldra's equipment
is likewise protected. Against attacks that cause cold
damage, an uldra possesses resistance to cold 5.
-
Frosty Touch (Su): Uldras are supernaturally cold, and as
a free action they can infuse their hands with cold energy.
While their hands are frosty, their unarmed attacks do an
additional 1 point of cold damage. Any melee weapon an
uldra wields is infused with cold and does an additional
1 point of cold damage on a successful hit as long as the
uldra continues to hold the weapon. This additional
damage does not stack with a magic weapon's ability to
deal cold damage (if any).
-
Spell-Like Abilities: 3/day - ray of frost; 1/day - speak
with animals, touch of fatigue. These abilities are as the
spells cast by a druid or wizard (save DC 10 + spell
level) of a level equal to the uldra's Hit Dice. The DCs
are Wisdom-based.
-
Fey Blood: Uldras are fey, and as such they are not subject
to spells that specifically target humanoids, such as
charm person or hold person. Likewise, effects that affect fey
affect uldras as well. They possess no particular weakness
against cold iron, although they find it uncomfortable to
the touch, similar to the sensation of holding a rotting
fish in your hand.
-
Automatic Languages: Common and Sylvan. Bonus Languages:
All. Uldras are gifted linguists, and the Speak
Language skill is always a class skill for them.
-
Favored Class: Druid. A multiclass uldra's druid class
does not count when determining whether he takes an
experience point penalty for multiclassing.
-
Level Adjustment: +1.
DOMOVOI
The domovoi is a nocturnal house spirit, a protector of creatures
that depend on hearth and fire to live
in cold areas. While a domovoi (or just
as often, a whole family of them)
watches over an encampment,
village, or town, the buildings
are brighter lit, the hearth
fires are warmer, and creatures
of cold and night are
less likely to strike. For
all these reasons, they are
found in association
with humans, neanderthals,
dwarves,
gnomes, kobolds,
orcs, and even ogres
and giants. When winter
camps are abandoned by nomadic
hunters, the domovoi
maintain them as their own
until the hunters return.
A typical domovoi is a
2-foot-tall human-shaped
creature with a dark, sooty
skin and hairy arms, a thick beard, and furry legs, chest,
and back. Domovoi typically wear rags cast off by the creatures
whose houses they share. They eat small quantities of
firewood and grain (offerings) as well as rats and mice they
catch for themselves.
Domovoi are not eager fighters, but when driven away
from their beloved fires they can grow sulky and even
violent. They prefer to fight with magical manipulation
of fire and smoke rather than with their rather weak
claws. A domovoi typically attacks with its produce flame
spell-like ability.
Domovoi never burn down the house of a host; if anything,
they quench fires whenever possible. Domovoi clerics can choose two of the following
domains: Chaos, Fire, and Luck.
DOMOVOI RACIAL TRAITS
-
-2 Strength, +4 Dexterity, +2 Constitution,
+4 Intelligence, +6 Wisdom, +6 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 domovoi's base land
speed is 20 feet.
-
Low-light vision.
-
Racial Hit Dice: A domovoi
begins with two levels of fey, which provide
2d6 Hit Dice, a base attack bonus of +1, and base saving
throw bonuses of Fort +0, Ref +3, and Will +3.
-
Racial Skills: A domovoi's fey levels give it skill points
equal to 5 × (6 + Int modifier). Its class skills are Balance,
Escape Artist, Hide, Jump, Listen, Move Silently, Sleight of
Hand, Spot, Tumble, and Use Rope.
-
Racial Feats: A domovoi's fey levels give it one feat.
-
Weapon and Armor Proficiency: A domovoi is proficient with simple weapons.
-
+2 natural armor bonus.
-
Fire Subtype: A domovoi has immunity to fire. It has
vulnerability to cold, which means it takes half again as
much (+50%) damage as normal from cold, regardless of
whether or not a saving throw is allowed, or if the save is a
success or a failure.
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Slippery (Ex): A domovoi's coating of ashes and soot
makes it difficult to hang onto. A domovoi gains a +2
racial bonus on any Escape
Artist checks or
grapple checks.
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Spell-Like Abilities: At will - produce flame, pyrotechnics
(smoke cloud only, DC 15); 3/day - flaming sphere (DC
15). Caster level 3rd; save DC 10 + domovoi's Cha modifier
+ spell level.
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Automatic Languages: Common, Ignan, Sylvan. Bonus
Languages: Dwarven, Giant, Gnome, Goblin, Halfling.
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Favored Class: Rogue.
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Level Adjustment: +2.
FROST FOLK
Frost folk are an isolated and xenophobic
race descended from humans
who struck a bargain with the
gods of winter. In exchange for
power over snow and ice, they sold
their souls to a cruel deity - or, as some claim,
an archdevil.
Frost folk are almost always encountered alone, a single
frost man sometimes accompanied by a hunting winter
wolf. They are of the height and weight of a typical human
male, with bright blue eyes, and pale snowy skin. They
favor finely stitched furs, often arctic fox, ermine, or bearskin.
Some wear helmets made from bear, wolf, or wolverine
skulls. A noticeable chill surrounds them.
Frost folk villages are extremely remote, found only in very
cold terrain. These villages are often cliff dwellings in mountains,
deep glacial caverns, or underground caverns deep under
everfrost or boreal forests. Frost folk are excellent hunters and
herdsmen, keeping flocks of caribou, musk oxen, and mountain
sheep. A few villages are able to grow crops around hot springs,
in sheltered valleys, and in some warm forested valleys.
Frost folk are feared, and the chill
that surrounds them is more
than physical. Human tribesfolk
don't trust them and call them "ice
demons." Snow goblins, urskans,
and others have a superstitious fear
of their ice blast. Frost folk have few
friends in the frostfell.
Frost folk are disciplined fighters with a keen sense of tactics.
They enjoy bloody slaughter and often set ambushes in
deep snow, where axe fighters hide beneath the powder and
archers can fire their bows at opponents whose movement
is hindered.
FROST FOLK RACIAL TRAITS
-
+4 Strength, +2 Dexterity,
+2 Constitution, -2 Charisma.
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Medium.
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A frost folk's base land speed is 30 feet.
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Darkvision out to 60 feet.
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Racial Hit Dice: A frost folk begins with four levels of
monstrous humanoid, which provide 4d8 Hit Dice, a base
attack bonus of +4, and base saving throw bonuses of Fort
+1, Ref +4, and Will +4.
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Racial Skills: A frost folk's monstrous humanoid levels
give it skill points equal to 7 × (2 + Int modifier). Its class
skills are Climb, Hide, Listen, Move Silently, Spot, and
Survival. Frost folk have a +8 racial bonus on Hide checks
in snow or ice.
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Racial Feats: A frost folk's monstrous humanoid levels
give it two feats.
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Weapon and Armor Proficiency: Frost folk are proficient
with the battleaxe and composite longbow, as well as all simple
weapons. They are proficient with light armor and shields.
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+2 natural armor bonus.
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Cold Subtype (Ex): A frost folk
has immunity to cold. It has vulnerability to fire, which
means it takes half again as much (+50%) damage as normal
from fire, regardless of whether a saving throw is allowed,
or if the save is a success or a failure.
-
Snowsight (Ex): All frost folk have
innate snowsight, as the spell. No snowstorm
can obscure their vision.
-
Ice Blast (Su): Frost folk can produce a 20-foot cone of icy
mist from their left eye. This deals 2d6 points of cold damage
to all creatures within the area (Reflex save
DC 13 half). The save DC is Constitutionbased.
Once a frost folk uses his ice blast,
he must wait 1d4 rounds before he can
use this ability again.
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Automatic Languages: Common. Bonus Languages:
Auran, Draconic, Dwarven, Giant, Goblin, Orc.
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Favored Class: Barbarian.
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Level adjustment +1.
SNOW GOBLINS
Snow goblins are shaggy humanoids with large
throat sacs that they use to call to one another
over long distances. The booming noises they
make with these sacs can be heard for miles, and
are used to signal hunting and war parties over
wide areas. Snow goblins can also create loud monkeylike
hoots.
A typical snow goblin stands 3 to 4 feet tall, with long
arms and seasonal fur color, changing from glossy black or
brown in summer to pure white in winter. Its fur is typically
crusted with ice and snow.
Female snow goblins are larger and more aggressive than
males. Both males and females take part in raiding parties,
and most people who have met them agree that the females
are just as aggressive as the males, and much crueler in the
tortures they inflict on captives.
Snow goblins have a weak grasp of tactics but are quite
fearless in their native hills. They often spring simple
ambushes against invaders in their territory. These
ambushes are sometimes preceded by the deliberate triggering
of an avalanche in mountainous terrain. Snow goblins
prefer to fight in groups, and both males and females are
individually very brave, though they rarely fight in a
coordinated way.
Usually, snow goblins are servants of greater powers, such
as priests of winter deities, frost giants, or ogres. Under such
leadership, their morale is quite high. Snow goblins love
horseflesh and often rustle horses from human settlements
at night.
Snow goblin clerics
can choose two of the following domains: Destruction,
Evil, and Cold. However, most snow goblin spellcasters
are adepts.
SNOW GOBLIN RACIAL TRAITS
-
+2 Dexterity, -2 Intelligence, -2 Charisma.
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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 snow goblin's
base land speed is
30 feet.
-
Climb speed 20
feet. Snow goblins have a +8
racial bonus on Climb checks
and can always choose to take 10 on Climb
checks, even if rushed or threatened.
-
Darkvision out to 60 feet.
-
Booming Voice (Ex): Snow goblins can be heard over
great distances, and their powerful voices can be quite
intimidating. Snow goblins gain a +4 racial bonus on
Intimidate checks.
-
+4 racial bonus on Move Silently checks.
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Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Giant, Orc.
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Favored Class: Fighter.
-
Level adjustment +1.
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