AASIMARS
Carrying the blood of a celestial, an aasimar is usually
good-aligned and fights against evil in the world. Some
aasimars have a minor physical trait suggesting their heritage,
such as silver hair, golden eyes, or an unnaturally
intense stare.
Personality: Most aasimars strive for
nobility in their behavior, but must often
fight against tendencies toward vengefulness
or quick judgment. Some also
experience a great deal of prejudice,
particularly from their human neighbors,
which can lead to aloofness.
Ultimately, most aasimars
tend to be loners, unable to
fully trust others.
Physical Description:
Aasimars look human (and
are roughly the same
height and weight as
members of that race),
except for one distinguishing
feature related
to their unusual ancestry.
This feature may take the
form of silver hair, golden
or even topaz eyes, iridescent skin, an intense stare, or a
powerful, ringing voice.
Aasimars reach adulthood at about the same age as
humans but are longer-lived, with the eldest members of
the race living to be 150 years old.
Relations: Although aasimars are mostly human, they
rarely feel like they fit in among human society. Instead,
they get along best with other halfbreeds - namely, half-elves
and half-orcs - because they usually share the same
sort of semioutcast background. Good-aligned aasimars
are also generally friendly toward bariaurs and wildren,
which share some of their celestial heritage.
Of the other races, aasimars save their distrust for tieflings,
whose fiendish ancestry strikes a chord of suspicion
in the heart of the aasimar.
Alignment: Aasimars are usually good, as befits their
celestial heritage. However, the extraordinarily rare evil
aasimar often makes the vilest villain.
Religion: Aasimars have no
chief deity. Popular
choices among
aasimars include Heironeous, god of valor; Pelor, god of the
sun; and Kord, god of strength. Those with a more judgmental
outlook may venerate St. Cuthbert of the Cudgel.
Language: Aasimars have no cultural language, although
those that realize their heritage usually learn Celestial. An
aasimar usually learns the
language of her parents.
Names: Aasimars generally
take human names, though
some change their names upon reaching
young adulthood and realizing
their heritage.
Adventurers: Aasimars make
natural adventurers; their burning
desire to battle evil easily
draws them into such a life. Many
pursue a divine calling, becoming paladins
or clerics, but the race also boasts many
powerful sorcerers, bards, fighters,
and rangers.
AASIMAR RACIAL TRAITS
-
+2 Wisdom, +2 Charisma.
-
Outsider (Native): Aasimars are outsiders
native to the Material Plane,
and thus have the outsider
(native) type. They gain the
extraplanar subtype when not
on the Material Plane. They are
not subject to spells or effects that affect
only humanoids, such as charm person and
dominate person.
-
Medium: As Medium creatures, aasimars have no
special bonuses or penalties due to their size.
-
An aasimar's base land speed is 30 feet.
-
Aasimars have darkvision out to 60 feet.
-
Skills: Aasimars have a +2 racial bonus on Spot and Listen
checks. They are naturally alert and attentive.
-
Daylight (Sp): An aasimar can use daylight, as the spell,
once per day. His caster level is equal to his character
level.
-
Resistance to acid 5, cold 5, and electricity 5: Aasimars
share some of their celestial ancestors' resistance to
energy damage.
-
Automatic Languages: Common, Celestial. Bonus Languages:
Draconic, Dwarven, Elven, Gnome, Halfling,
Sylvan.
-
Favored Class: Paladin. Inherently noble, many aasimars
follow the calling of paladinhood.
-
Level Adjustment: +1.
BARIAURS
Native to the rolling hills and woods of Ysgard, the centaurlike
bariaurs wander the lands in search of evil. When a vile
foe is located, the bariaurs charge into glorious battle.
Personality: To those unfamiliar with them, bariaurs
appear carefree or even irresponsible, but this behavior is
merely the outward sign of their wanderlust. They rarely
remain in one place for long, preferring a life of travel to sedentary
existence. When evil rears its ugly head, this carefree
demeanor disappears, replaced by single-minded pursuit of
that which endangers good folk of the area.
Physical Description: Standing roughly
half a foot taller than a human, a bariaur
resembles a centaur. Its lower
body is that of a ram, with
sleek brown or golden fur
and cloven hooves. Its upper
body is humanlike, powerfully
muscled and sporting a pair of
ramlike horns atop its head. The
skin of a bariaur ranges in color
from pale tan to deep nut-brown.
The typical male weighs
nearly 300 pounds, with
females about 40 pounds
lighter. The average bariaur
reaches adulthood at
about the same age as a half-elf,
and the eldest members
of the race live to well over
200 years of age.
Relations: Bariaurs are
social and outgoing, though
not foolishly trusting. They
get along well with elves,
gnomes, half lings, and
wil dren, as well as aasimars
who aren't too strict in their
outlook. They grudgingly
accept dwarves as allies against
evil. Halfbreeds, such as half-elves
and half-orcs, are objects
of curiosity to bariaurs. They are
moderately suspicious of races with heritages tied to planes
of evil or shadow, including tieflings and shadowswyfts,
but they prefer to take a positive outlook about individuals
until proven wrong.
Alignment: As creatures who value freedom, most bariaurs
are chaotic good in alignment. Some more settled bariaurs
tend toward neutrality in their approach to good, while
a few stray from pure good toward neutrality. Evil bariaurs
are extremely rare and always shunned from the flock.
Religion: Bariaurs revere Ehlonna, deity of the woodlands,
more than most other deities. Some venerate Kord,
god of strength, or Pelor, god of the sun.
Language: Bariaurs have no racial language, using
Celestial for most conversations. They also speak Common
to allow them to converse with other races.
Names: A bariaur's name is given to him by his parents.
It is usually a simple, one- or two-syllable name (the easier
to be shouted across the hills of Ysgard). Within the flock,
he denotes his parentage by adding "buck of" his father's
name (or "doe of" the mother's name, if female); outside
the flock, he relies instead on a flock name to indicate the
extended family to which he belongs. Flock names typically
describe the environments favored by the flock, and
can change over time.
Male Names: Bex, Hul, Jek, Menok, Ril, Wyk.
Female Names: Daeth, Hysh, Saph, Tyth, Vash.
Flock Names: Cloverfield, Dalewatcher, Hillwalker, Woodstrider.
Adventurers: The bariaur's wanderlust makes him an ideal
adventurer. Though leaving the flock can be a difficult decision,
a young bariaur who seeks to take the fight to the evil
creatures of the multiverse fits in well with most adventuring
groups. Bariaurs frequently follow the path of the ranger,
though bariaur fighters and barbarians are also common.
BARIAUR RACIAL TRAITS
-
+2 Strength, -2 Charisma: Bariaurs are powerful, but they
have underdeveloped social skills.
-
Outsider (Extraplanar): Bariaurs are native to the Heroic Domains of
Ysgard, and thus have the outsider type. They gain the
extraplanar subtype when not on Ysgard. They are not
subject to spells or effects that affect only humanoids,
such as charm person and dominate person.
-
Medium: As Medium creatures, bariaurs have no special
bonuses or penalties due to their size.
-
A bariaur's base land speed is 40 feet.
-
Bariaurs have darkvision out to 60 feet.
-
Quadruped: As quadrupeds, bariaurs have a +4 bonus
on checks to resist bull rush and trip attacks. They have
a carrying capacity 1-1/2 times greater than normal for
their Strength. They must wear barding (usually made of
studded leather) instead of normal armor and cannot wear
boots designed for humanoids.
-
Powerful Charge: A charging bariaur can make a single
ram attack that deals bludgeoning damage equal to 2d6 +
1-1/2 times the bariaur's Str modifier.
-
Spell Resistance: Bariaurs have spell resistance equal to
11 + class level.
-
+2 racial bonus on Will saves against spells and spelllike
abilities.
-
Skills: Bariaurs have keen senses, giving them a +2 racial
bonus on Listen and Spot checks.
-
Automatic Languages: Celestial, Common. Bonus Languages:
Abyssal, Infernal. Bariaurs commonly learn the
languages of fiendish creatures to better prepare themselves
against such threats.
-
Favored Class: Ranger.
-
Level Adjustment: +1.
BUOMMANS
There might have been a time when the buommans were
merely human visitors to the Astral Plane. But now, perhaps
hundreds of millennia later, the buommans are neither
merely visitors, nor merely human. Known to some
astral denizens as the "moaning monks," buommans dwell
in temples and shrines formed by astral debris, which
they believe to be the mortal forms of sleeping deities,
long forgotten. Whether the buommans inhabit these
structures in the hope of awakening these deities, or in
an effort to ensure that they stay asleep, is known only to
the buommans.
Personality: Buommans are quiet, withdrawn, and
deferential. Though they appear capable of understanding
languages, they "speak" no tongue other than their low,
booming songs in a dialect called Buommi, which appear
to be more music than actual language.
Physical Description: Buommans appear more or less
like humans, though with long, sagging faces and elongated
hands and feet (a feature most prominent in the fingers and
toes). On average, buomanns are slightly shorter and slightly
heavier than humans. A male buomman has long hair and
bushy brows; a female buomman has no apparent body
hair. Buommans reach adulthood at about the same age as
humans, and the eldest members of the race can live to be
120 years old.
Relations: Buommans often spend their entire lives in
ascetic contemplation within the confines of the shrine or
temple in which they were born. From time to time, though,
a buomman (particularly a buomman monk) departs his or
her home to explore the Astral Plane, or other planes, out
of curiosity about the outside worlds. Sometimes these
individuals gravitate to service with wandering githzerai,
and occasionally venture back to Limbo with them. Buommans
avoid confrontations with evil outsiders, more out of
caution than from fear or dislike. If buommans have any
enemies, they are most likely found on the planes of Pandemonium
and the Abyss. Buommans get along quite well
with creatures from the Elemental Plane of Earth or the
Elemental Plane of Water.
Alignment: The average buomman is lawful, tending
toward lawful neutral or lawful good. A few buommans are
lawful evil or simply neutral.
Religion: Buommans eschew traditional religions, seeming,
as they do, to worship their temple homes in
the Astral Plane. A few who travel extensively
develop an affinity for Fharlanghn, the god
of roads. But few buommans become
clerics of any deity, because their
vow against speaking (described
below) makes spellcasting difficult. Those who wish to learn
to cast spells with verbal components
must acquire the Nonverbal
Spell feat.
Whether a buomman
believes that the astral
bodies that his race dwells
upon are dead deities,
sleeping deities to be
awakened, or sleeping
deities that must never
rise is up to the individual
buomman. Neutral
buommans usually
believe in the dead deities
theory, while lawful
good buommans believe
that the deities are sleeping
and will someday awake to
spread their majesty again.
Lawful evil buommans fear the
return of these deities, and sing
their songs to prevent them from
awakening.
Language: Buommans communicate with one
another by means of their low, throaty songs, but
the concepts they convey appear to be more abstract than
informational. Contrary to rumor, a buomman does not
constantly sing, but instead sings as part of rituals that
mark his daily life. The buommans have a song for arriving,
a song for leaving, a song for waking, a song for sleeping, a
song for eating, and countless other songs for far less concrete
concepts. Except for these songs, buommans choose
not to speak any recognizable language, though they are
capable of learning any language they choose. The average
buomman, for example, understands Common; he simply
never speaks it.
Names: For a race that has collectively taken a vow against
speaking, buommans have a wide variety of names - all of
which are based on musical notes. For example, a buomman
female might express her name as a short melody in the key
of D sharp, and a different buomman female might express
her name as the same melody, but in B sharp. The name of
the race reflects this tradition, being based on the deep, sustained
note that every buomman learns to vocalize before he
or she can walk: "buomm."
For the convenience of other races, buommans do not
mind accepting nicknames, but they prefer those that have
no harsh consonants. "Jak," for example, would be an
uncomfortable appellation, while "Moony"
would suit a buomman just fine.
Adventurers: Most buommans who
feel the urge to explore are younger members
of the race. They usually set out with
the goal of gathering information for
the temple (which usually means
seeing the multiverse), with
the intent of returning to the
ascetic life when they become
tired or homesick. Some few
actually do return, late in life,
to introduce new concepts
into their insular societies.
BUOMMAN RACIAL TRAITS
-
+2 Wisdom, -2 Charisma.
Buommans
have great insight and
willpower, but their
reserved nature leads to
poor interpersonal skills.
-
Humanoid (Extraplanar):
Buommans are
humanoids native to the
Astral Plane. They gain
the extraplanar subtype when not on
the Astral Plane.
-
Medium: As Medium creatures, buommans have no special
bonuses or penalties due to their size.
-
A buomman's base land speed is 30 feet.
-
Low-Light Vision: A buomman 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.
-
Skills: +2 racial bonus on Listen and Perform (sing) checks.
All buommans have uncanny hearing and an innate sense
of tone and pitch.
-
Buommans take a vow against speech at an extremely
early age, after which they simply refuse to engage in
traditional forms of communication. A buomman who
breaks this vow takes 1 point of Wisdom damage and
takes a -2 penalty on attack rolls, saves, and checks for 24
hours afterward. (If the buomman breaks the vow again
before 24 hours have passed, he takes an additional point
of Wisdom damage, and his penalty on attack rolls, saves,
and checks persists for another 24 hours.) A buomman
spellcaster who wishes to cast spells with a verbal component
must use the Silent Spell metamagic feat or else have
the Nonverbal Spell feat.
-
Automatic Languages: Buommans speak Buommi and
understand Common. Bonus Languages: Aquan, Githzerai,
Terran.
-
Favored Class: Monk.
FIRE GNOMES
Countless ages of toil in the deep
mines of Dothion, where the
walls between the Twin Paradises
of Bytopia and the
Elemental Plane of Fire
are very thin indeed, has
created a hybrid race that
shares some qualities of
gnome and some of fire
elemental. Fire gnomes are
exceptionally resistant to heat and especially
vulnerable to cold, and though they share some
of the same interests as their cousins the svirfneblin, fire
gnomes are nowhere near as insular and paranoid.
Fire gnomes do not have the innate illusion powers of their
cousins, but they are capable of impressive effects with
fire. They frequently give ground, only to devise elaborate
schemes and return later. And also unlike rock gnomes, fire
gnomes have no compunctions about killing - especially in
defense of their mines and tunnels. Adept at spotting incendiaries
and explosives carried by opponents, fire gnomes
are all too happy to start fires (which have no effect on
them, of course) in hopes of setting off an opponent's own
supply of explosives - and thus letting the fire gnomes
defeat their foes with only minimal effort.
FIRE GNOME RACIAL TRAITS
-
+2 Constitution, -2 Strength.
-
Humanoid (Extraplanar, Fire, Gnome): Fire gnomes are native to both the
Twin Paradises of Bytopia and the Elemental Plane of Fire. They gain
the extraplanar subtype when not in those Planes.
-
Small: As Small creatures, fire gnomes have a +1 bonus
to Armor Class, a +1 bonus on attack rolls, and a +4 bonus
on Hide checks. They use smaller weapons than Medium
characters use, and their lifting and carrying limits are
three-quarters of those of a Medium character.
-
A fire gnome's base land speed is 20 feet..
-
Darkvision out to 60 feet.
-
Stonecunning: This ability grants fire
gnomes a +2 racial bonus on Search checks to
notice unusual stonework. A fire gnome who
merely comes within 10 feet of unusual
stonework can make a Search check
as though actively searching, and
can use the Search skill to find
stonework traps as a rogue can.
A fire gnome can also intuit
depth, sensing the approximate
distance underground as
naturally as a human can sense
which way is up.
-
+2 bonus to caster level
when casting spells or using
spell-like abilities with the fire
descriptor.
-
Fire Subtype: A fire gnome 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.
-
+1 racial bonus on
attack rolls against kobolds
and goblin oids (including
goblins, hobgoblins, and
bugbears).
-
+4 dodge bonus
to Armor Class against
creatures of the giant type
(such as ogres, trolls, and
hill giants).
-
Spell-Like Abilities:
1/day - heat metal, produce flame.
Caster level equals the fire
gnome's character level +2 (including the caster
level bonus mentioned above).
-
Automatic Languages: Common, Gnome, Ignan.
Bonus Languages: Draconic, Dwarven, Elven, Giant,
Goblin, Orc, Terran.
-
Favored Class: Sorcerer.
-
Level adjustment +1.
FROST DWARVES
Millennia ago, the frost giants of the Ice Wastes of the Abyss
enslaved a tribe of duergar and brought them to their home
to craft armor and weapons. All but the hardiest perished,
and those who survived gradually changed, becoming more
like their frost giant masters. Now, frost dwarves toil away
in the mines and forges of the Ice Wastes, plotting their
liberation - and their revenge.
Like other dwarves, frost dwarves use their environment
to its fullest, though they only rarely plan out their attacks
in advance. Frost dwarves hurl themselves into every battle
with reckless abandon, hacking away with their axes until
no enemies are left. In close combat, frost dwarves sometimes
cast aside their battleaxes and attempt to grapple their
foes into submission, using their chill touch spell-like ability
to help take the fight out of their enemies (and later ransoming
their prisoners for a hefty profit). If outmatched - or if
they simply wish to remain hidden - frost dwarves use their
obscuring mist spell-like ability to confuse their enemies and
cover their escape. (The frost dwarves may not be able to see
through the mist themselves, but they know the layout of
their mines and tunnels.)
FROST DWARF RACIAL TRAITS
-
+4 Constitution, -4 Charisma.
-
Humanoid (Dwarf, Extraplanar): Frost dwarves are native to the
Infinite Layers of the Abyss. They gain
the extraplanar subtype when not in the Abyss.
-
Medium size.
-
Darkvision out to 120 feet.
-
Immunity to paralysis, phantasms, and poison.
-
Resistance to cold 10.
-
Stability: Dwarves are exceptionally stable on their
feet. A dwarf has 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 saves against spells and spell-like
abilities.
-
+1 racial bonus on attack rolls and +4 dodge bonus to
Armor Class against creatures of the giant type (such as
ogres, trolls, and frost giants).
-
Spell-Like Abilities:
1/day - chill touch and obscuring
mist as a wizard
of the frost
dwarf's class level
+2 (minimum
caster level 3rd).
-
Light sensitivity
(dazzled in bright sunlight or
with in the radius of a daylight spell).
-
+4 racial bonus on Move
Silently checks.
-
+2 racial bonus on Appraise and Craft checks related
to stone or metal.
-
Automatic Languages: Common, Dwarven, Giant. Bonus
languages: Draconic, Goblin, Orc, Terran, Undercommon.
-
Favored Class: Fighter.
-
Level adjustment +1.
MEPHLINGS
Scholarly lore contains two different origin stories for the
mephlings. In one, mephlings are planetouched offshoots of
long-ago unions between mephits and an indeterminate race
of humanoids. The other is a darker tale of a megalomaniacal
mage seeking to imprint his essence on another race.
What is true is that a mephling will occasionally be born
to mephit parents. Weaker than their mephit ancestors,
mephlings are put out of mephit communities as undesirable
runts. They're left to the mercies of the inhospitable
planes. Mephit parents revolted by their humanoid child
will leave the babe on a hostile plane. Kindly parents will
place the child on a habitable plane where it will easily be
found by other creatures. Sometimes other creatures adopt
the abandoned baby and it grows to reach adulthood.
Personality: As foundlings raised by parents very different
from themselves, mephlings frequently
feel out of place. They usually are loners who desire an elusive
sense of belonging. Nevertheless, they're attractive and
personable, generally liked by people around them.
Physical Description: Mephlings look like less comely
versions of their mephit parents with stunted wings. A typical
mephling stands less than 3 feet tall and weighs around 30
pounds, with females slightly taller and heavier than males.
Air: An air mephling looks like a short, cloud-white human.
Earth: An earth mephling appears akin to a short, stony,
hairless dwarf.
Fire: A fire mephling resembles a miniature devil, with
fiery, reddish-bronze skin.
Water: A water mephling resembles a small, fish-scaled
human with black, bulbous eyes.
Mephlings do not reach adulthood until they are more
than 50 years old. The longest-lived members of the race can
reach an age of well over 200 years.
Relations: Mephlings fit in equally oddly in virtually all
societies. At best, one is regarded as an exotic curiosity. At
worst, one is seen as a friendly stranger, perhaps with a suspicious
touch of devil, demon, or elemental blood - whatever
is least welcome by a given culture. Mephlings get along
best with others of their race who have had similar experiences.
Mephlings also have good relations with halflings,
especially those who have traveled widely or who frequently
consort with outsiders.
Alignment: Mephlings tend to have a neutral component
to their worldview, but they can be of any alignment. They
frequently adopt the philosophy and worldview of their
foster parents or the culture in which they were raised.
Religion: Naturally disposed to becoming sorcerers and
often acutely aware of an uncaring multiverse, mephlings
turn to the worship of Boccob the Uncaring, Lord of all
Magics. Some instead turn to the more fatalistic philosophies
of Wee Jas. Many mephlings who choose to travel
extensively worship Fharlanghn.
Language: Mephlings speak the language of the society
in which they are raised, almost always Common. In addition,
each mephling has an elemental language that reflects
his or her heritage - air mephlings speak Auran, earth
mephlings speak Terran, fire mephlings speak Ignan, and
water mephlings speak Aquan.
Names: A mephling typically grows up with a name
given by the adopting parents, but most choose another
name in adulthood.
Air: Air, Breath, Breeze, Hover, Wings.
Earth: Burrow, Earth, Rock, Stone.
Fire: Crackle, Fire, Flame, Scorch.
Water: Splash, Storm, Swish, Tsunami, Water, Waves, Wet.
Adventurers: Frequently ostracized or at least marginalized
in the society of their youth, mephlings almost always feel the
urge to travel and adventure. They are drawn to explore the
world and the multiverse beyond their hometowns.
Air: Air mephlings tend to travel a great deal. Their
favored class is bard, and they prefer wind instruments.
Earth: Earth mephlings have much of the strength of
their natural element. The harmonious balance of earth
leads many to pursue the favored class of druid.
Fire: The mephit heritage is very strong in fire mephlings.
Their favored class is sorcerer.
Water: Calm as a still pond, strong as rushing water, a
water mephling's favored class is monk.
MEPHLING RACIAL TRAITS
-
-2 Intelligence, +2 Charisma. Mephlings are generally a
bit slow on the uptake, but they make up for it with strong
personalities. In addition, each kind of mephling has one
or more ability modifiers specific to its race.
Air: +2 Dexterity. Air mephlings are quick in action.
Earth: +2 Strength, -2 Dexterity. Earth mephlings
are physically strong but slow to act.
Fire: +2 Dexterity. Like air mephlings, fire mephlings
are agile and quick.
Water: +2 Constitution. Water mephlings are sturdy
and durable.
-
Humanoid (Extraplanar): Mephlings are native to the Elemental
Planes. They have the humanoid type and gain the
extraplanar subtype when not on their respective ancestral
plane. Unlike their mephit ancestors, mephlings do
not have an elemental subtype.
-
Small: As Small creatures, mephlings have a +1 bonus to
Armor Class, a +1 bonus on attack rolls, and a +4 bonus
on Hide checks. They use smaller weapons than Medium
characters use, and their lifting and carrying limits are
three-quarters of those of a Medium character.
-
A mephling's base land speed is 30 feet. In addition, an
air mephling has a fly speed of 10 feet (perfect), an earth
mephling has a burrow speed of 10 feet, and a water mephling
has a swim speed of 30 feet.
-
Each mephling has a breath weapon, the effect of which
varies by the mephling's heritage. An air mephling's breath
weapon is a cone of dust and grit (piercing damage), an
earth mephling's breath weapon is a cone of rock shards
and pebbles (bludgeoning damage), a fire mephling's
breath weapon is a cone of flame (fire damage), and a water
mephling's breath weapon is a cone of caustic liquid (acid
damage). Regardless of the effect, a mephling's breath
weapon fills a 15-foot cone, deals 1d8 points of damage to
each target, and allows a Reflex save (10 + 1/2 mephling's
Hit Dice + mephling's Con modifier) for half damage. A 1stlevel
mephling can use his breath weapon once per day; a
higher-level mephling gains one additional use per day for
every four levels he has attained. If a mephling can use his
breath weapon more than once per day, 1d4 rounds must
pass between consecutive uses of the breath weapon.
-
Mephlings cast spells with an elemental descriptor
that matches their kind (air, earth, fire, or water) at +1
caster level.
-
Automatic Languages: Mephlings speak Common and
one elemental language appropriate to their kind (Aquan,
Auran, Ignan, or Terran). Bonus Languages: Aquan, Auran,
Ignan, Terran.
-
Favored Class: Each kind of mephling has its own favored
class, reflecting its racial tendencies. The air mephling's
favored class is bard, as befits its love of travel and wind
instruments. The earth mephling's favored class is druid,
representing its link to the earth and stone of the natural
world. The fire mephling's favored class is sorcerer, reflecting
its natural arcane power. The water mephling's favored
class, monk, matches its calm strength and patience.
-
Level Adjustment: +1.
NERAPHIM
A neraph (plural neraphim) is sometimes mistaken for a
slaad at a distance, due to the two races' similarity in appearance.
However, neraphim and slaadi are distinct kinds of
creatures, at least so far as any race can be considered distinct
in the roiling chaos of the plane of Limbo.
Neraphim are a nomadic people who hunt through
the maelstrom of Limbo, tracking their elusive and evermoving
prey. Neraphim have developed
special hunting tools
and techniques, giving
them exceptional skill
in bringing down
the game they seek
above all else: the
chaos beast, one of
which provides a
neraph tribe with
a week's worth
of nutrition and
raw materials for
clothing. They
are proficient
leapers, able
to jump from
mote to mote
of stable earth in the otherwise
ever-changing environment of Limbo.
For social and economic purposes, the neraphim organize
themselves in houses. Each house lays claim to certain hunting
grounds, giving its members access to resources within
that territory. The various houses congregate once every
seven years to conduct a great racial celebration known as
the Festival of Spawning. During the festival, the houses
negotiate with one another, exchanging resources and
influence as each house seeks to better its position within
the neraphim hierarchy.
Personality: Neraphim cannot afford to be as inconsistent
as the plane they inhabit and the game they
hunt - only stern discipline within each neraph house
keeps its members from succumbing to poverty and
starvation. Each house consists of a bonded group of
neraphim made up of several related families and one
matriarch. In the time between their Festivals of Spawning,
the various neraphim houses meet only rarely, and
then often in conflict over disputed hunting grounds.
Alliances between houses are not uncommon, if a particular
threat warrants.
Within each house, the rule of the matriarch is law,
and her rule can be harsh. The most severe punishment
a matriarch can dispense is exile from the house. Exiled
neraphim can be encountered, though most are slain by
other houses, slaadi, githzerai hunting parties, and roaming
chaos beats. Some exiles have open personalities and
strike up friendships with travelers from other planes,
hoping to accompany them home and leave the dangerous
realm of Limbo behind.
Physical Description: Neraphim are roughly humanoid
in shape, with coarse red hide. Though bipedal like other
humanoids, a neraph has a massive, toadlike head shaped
like that of a red slaad. The range in height and weight found
among neraphim is the same as found among humans.
Chitinlike encrustations on a neraph's skin provides it some
natural protection; however,
neraphim also prefer to wear
colorful bone-spiked
leather (made of stabilized
and cured
chaos beast hide).
Neraphim take
longer to mature
than humans do, not
reaching adulthood
until age 40, but they
can live to be more
than 400 years old.
Relations: Neraphim
encountered
while still associated
with a
house are generally
unfriendly toward strangers,
even those of the same race. However, exiles are
more open-minded and may team up with others (whether
neraphim, githzerai, or some other-planar race) in order to
survive. On the other hand, because neraphim remind some
individuals of smaller, skinnier red slaadi, other races are
usually a bit standoffish at first.
Alignment: Even though they hold themselves above
the general churn of Limbo, neraphim can't help having
one chaotic component in their alignment. They try not to
give in to their chaotic nature, and generally are successful
in this practice.
Religion: Giving some credence to the theory that the
neraphim are a subspecies of slaad, a few neraphim houses
worship less bloodthirsty and less insane aspects of the
entities Ssendam and Ygorl (who are normally considered
to be, if not slaadi deities, at least very powerful slaadi
worthy of respect).
Language: Neraphim speak their own language and
Slaad. Some learn Common, which allows them to better
communicate with creatures of other planes, and some learn
Abyssal and Celestial.
Names: Neraphim have given names and house names.
Those exiled from a house are usually ceremonially stripped
of their house names, though some continue to refer to
themselves as such, while others take appellations similar
to "the Exile," "the Stricken," or "the Houseless."
Male Names: Anh, Cado, Hao, Sam, Tam, Teo, Thanh,
Thuan, Van, Xuan.
Female Names: Chi, Hyunh, Lan, Mai, Nam, Tham,
Trinh, Yen.
House Names: Spent River, Hanging Cliff, Invisible Sea,
Lost Mountain, Burning Water, Living Stone.
Adventurers: With little to no prospect of returning
to his or her house, and with even less prospect of joining
another house, an exiled neraph makes a perfect adventurer.
Exiles who embrace this path soon learn to excel, for the
skills that allow them to hunt in the changing seas of Limbo
are useful elsewhere. Against all odds, some exiles adventure
in order to complete a great quest or meet some other
condition imposed by a house matriarch that might allow
them back into a house. However, once a neraph discovers
the greater cosmos, he or she seldom wishes to return to a
primitive and nomadic lifestyle.
NERAPH RACIAL TRAITS
-
Outsider (Extraplanar): Neraphim are native to the plane of Limbo, and
thus have the outsider type. They gain the extraplanar
subtype when not on Limbo. They are not subject to spells
or effects that affect only humanoids, such as charm person
and dominate person.
-
Medium: As Medium creatures, neraphim have no special
bonuses or penalties due to their size.
-
A neraph's base land speed is 30 feet.
-
Neraphim have darkvision out to 60 feet.
-
Neraph Camouflage (Ex): When charging an opponent or
when using a thrown weapon, neraphim can use a technique
known as motion camouflage (also called neraph
camouflage by other races), which predatory insects
use to trick prey into thinking they are stationary even
though they are moving closer. The target creature can
be fooled into believing that the charging neraph or the
neraph's thrown weapon is in fact not moving closer, or
moving closer only very slowly.
A neraph can make one camouflage attack per enemy
per encounter (once a foe sees the attack in action, that
foe can discern it for what it is for the duration of that
combat). Creatures that are subject to a neraph's charge or
that are targeted by a weapon thrown by a neraph may not
apply their Dexterity bonuses to their Armor Class. All
conditions that pertain when a foe cannot apply his Dexterity
bonus to Armor Class also pertain to the neraph's
attack (for instance, a sneak attack could also be made
with this attack, if the neraph can make such an attack).
-
Leap (Ex): Neraphim are natural jumpers. They have a +5
racial bonus on Jump checks.
-
Weapon Familiarity: Neraphim may treat the annulat
as a martial weapon rather than an exotic weapon.
-
+2 Natural Armor: Natural skin encrustations grant neraphim
some protection against harm.
-
Skills: Neraphim have a +2 racial bonus on Spot and
Search checks.
-
Automatic Languages: Neraph, Slaad. Bonus Languages:
Common, Celestial, Abyssal.
-
Favored Class: Ranger.
SHADOWSWYFTS
Shadowswyfts are planetouched beings with ancestry from
the Plane of Shadow.
Personality: Shadowswyfts are mercurial in temperament.
They delight in action and in acting now. Delay or inactivity
irritates shadowswyfts. In the amount of time it takes to formulate
and evaluate a plan, worlds could be won or lost.
Physical Description: Shadowswyfts little resemble
other races. Tall and slender, they have skin ranging in
hue from medium brown to lustrous black and almost
completely black, slanted eyes. Their dark coloring and
light build make them very adept at hiding in shadows and
moving quietly. The average male shadowswyft stands more
than 6 feet tall and weighs about 165 pounds, with females
somewhat shorter and lighter. Shadowswyfts reach adulthood
at about the same age as a half-orc, but it's rare for a
shadowswyft to live beyond age 60.
Relations: To a shadowswyft, one's actions are much
more important than one's species. Shadowswyfts will
associate with chaotic creatures of all kinds. These alliances
rarely last long, but they usually end amicably with
the shadowswyft moving on to journey with other people
in far-flung places.
Alignment: Shadowswyfts tend to be chaotic. Their
generally short attention span and love of action without
thought for its consequences is incompatible with lawful
philosophies.
Religion: The most common religion among the shadowswyfts
is the worship of Olidammara, the god of rogues.
Shadowswyfts who do not worship the Laughing Rogue
generally choose to travel and adventure, and they favor
Fharlanghn or Boccob.
Language: Since shadowswyfts can see very well in low
light and in darkness, their language utilizes sound and
kinesics (body language including body movements, position,
and facial expressions). To convey the full extent of
meaning in written works, a variety of symbols are used. It's
not unusual for a single word to be accompanied by three or
four symbols to help show its connotations and subtleties.
Names: Shadowswyft names tend to be short, usually
monosyllabic, and accompanied by a signifying gesture.
When a name is accurately translated into
another language, it becomes a much
longer sobriquet that shadowswyfts
are apt to shorten.
Male Names: Bhear, Bhah,
Brot, Flah, Flaht, Fraa, Pohl,
Phaer, Prag.
Female Names: Gheer, Gree,
Graf, Grif, Mhi, Mheer, Mrak,
Tap, T'Har.
Signifying Gesture: Blink, bow,
nod, lower hands, point
left index finger, point
right index finger,
raise hands, shake
head, shrug, touch
chin, or wink.
Adventurers: Adventure
attracts shadow swyfts
as a candle does moths. Most
feel the pull to adventuring
careers. They relish the variety and
diversity of activity. An adventuring
life is one filled with action
and change, and thus is
well suited to the shadowswyft's
temperament.
SHADOWSWYFT RACIAL TRAITS
-
+2 Dexterity, -2 Constitution.
Shadowswyfts
are limber, but not very
healthy.
-
Outsider (Extraplanar): Shadowswyfts are native to the
Plane of Shadow, and thus have the outsider
type. They gain the extraplanar subtype
when not on the Plane of Shadow. They are not subject to
spells or effects that affect only humanoids, such as charm
person and dominate person.
-
Medium: As Medium creatures, shadowswyfts have no
special bonuses or penalties due to their size.
-
A shadowswyft's base land speed is 40 feet.
-
Shadowswyfts have darkvision out to 120 feet and lowlight
vision.
-
Light Blindness (Ex): Abrupt exposure to bright light
(such as sunlight or a daylight spell) blinds a shadowswyft
for 1 round. On subsequent rounds, it is dazzled as long
as it remains in the affected area.
-
+2 bonus on initiative checks: Shadowswyfts have
quick reactions.
-
Skills: Shadowswyfts have a +4 racial bonus on Hide and
Move Silently checks.
-
Automatic Languages: Shadowswyft, Common.
Bonus Languages: Abyssal, Celestial, Elven.
-
Favored Class: Rogue.
-
Level Adjustment: +1.
SPIKERS
Spikers are of the same general
ancestry as bladelings. Both races hail from
Acheron, but scholarly speculation
places their origins on
the Nine Hells of Baator, the
Bleak Eternity of Gehenna,
or even some unknown
metal-based plane.
Personality: Spikers,
like bladelings, share a great
love of battle. They bravely
enter combat, often focusing
their attacks on the most dangerous
opponent they perceive.
Physical Description: The
skin of a spiker is of a dull metallic
hue, spotted with patches of metallic
spines. A spiker's eyes are a deep
violet, and its blood is black and
oily. Spikers are about as tall
as humans but are considerably
heavier, with the average male
weighing over 200 pounds and
the average female about 40
pounds lighter. Spikers don't
reach adulthood until past the
age of 30, and even the longestlived
among the race don't survive
to see the end of their ninth decade.
Relations: Spikers are conservative about
trusting other races, and they tend to be very cautious
around anyone other than fellow spikers and bladelings.
Alignment: Spikers tend toward lawful alignments,
gravitating toward lawful neutral or lawful evil. Lawful
good and nonlawful spikers are uncommon, but not
unheard of, though such characters usually choose to leave
Acheron to travel the planes.
Religion: Hextor's emphasis on law and war appeals to
most spikers. Sometimes the sheer joy of battle fosters an
affinity for Kord, and many spikers who worship the god of
strength choose to be barbarians.
Language: Spikers speak Common. Many also learn
Infernal.
Names: Spiker names tend toward visceral or combat-oriented
words, with no gender differentiation. A spiker's
first name is usually a simple one (often a weapon or a
combat-focused verb) given at birth. The second name is
usually a nickname earned in adolescence or adulthood.
First Names: Dirk, Grip, Parry, Rend, Spike, Thrust.
Second Names: Bloodletter, Demonbane, Falldown, Fartraveler,
Gutrender, Spellfodder.
Adventurers: Spikers love combat. The best way to test
one's bravery and skill is through serious, no-punches-pulled
fighting. Thus, the adventuring life offers ideal
opportunities for a spiker to test her mettle. Also, spikers
who do not have a lawful neutral or lawful evil worldview
find themselves misfits in the spiker society on Acheron.
SPIKER RACIAL TRAITS
-
Humanoid (Extraplanar): Spikers are humanoids native
to Acheron. They gain the extraplanar subtype when not
on Acheron.
-
Medium: As Medium creatures, spikers have no special
bonuses or penalties due to their size.
-
A spiker's base land speed is 30 feet.
-
Spikers have darkvision out to 60 feet.
-
Natural Armor: A spiker's metallic hide offers protection
from physical attacks in the form of a +1 bonus to
natural armor.
-
Damage
reduction
2/piercing or slashing:
A spiker's spiny
skin grants resistance
to bludgeoning
attacks, though piercing
or slashing attacks
slip through normally.
-
Resistance to acid 5: Despite
the metallic hue of their hide,
spikers are not metallic in
nature and suffer no special
effect from rusting attacks and
the like.
-
Weapon Proficiency: Spikers receive
the Martial Weapon Proficiency feat for
armor spikes as a bonus feat. This allows
them to use their natural spiked skin as a
weapon without penalty (see below).
-
Natural Spikes (Ex): A spiker's skin is replete with
sharp, jagged spikes. A spiker can deal extra piercing
damage on a successful grapple check, or
deal piercing damage with
a melee attack, as if she
wore armor spikes.
Because of their spiked
skin, spikers have a difficult time wearing armor. The maximum
Dexterity bonus of the armor is reduced
by 1, and the armor check penalty is worsened by 2. For
instance, a chain shirt worn by a spiker has a maximum
Dexterity bonus of +3 (instead of +4) and an armor check
penalty of -4 (rather than -2). These changes don't affect
the armor's arcane spell failure chance, nor do they apply
to shields used by the spiker.
-
Automatic Language: Common. Bonus Language: Infernal.
-
Favored Class: Fighter.
TIEFLINGS
Carrying the taint of evil in their forms - and perhaps
their very souls - tieflings are often persecuted and feared
throughout the planes. The distant descendants of humans
and evil outsiders, tieflings are regarded as twisted, devious,
and untrustworthy. More often than not, this opinion
is accurate.
Personality: Tieflings live as outcasts from an early
age - as soon as their heritage shows itself - which contributes
to their bitter outlook on life. Tieflings learn to keep
others at a distance, often compensating for their loss with
cruelty or depravity.
Physical Description: Tieflings look human (and are
roughly the same height and weight as members of that
race), except for one or two distinguishing features related
to their unusual ancestry. Some examples of these features
include small horns, pointed teeth, red eyes, a
whiff of brimstone about them, cloven feet, or
red skin. No two tieflings look alike.
Tieflings reach adulthood at about the
same age as humans but are longer-lived,
with the eldest members of the race living to
be 150 years old.
Relations: Tieflings treat most other
races equally - at arm's
length. They are very
slow to trust others and
always wary of a friend
suddenly becoming
an enemy. Aasimars,
bariaurs, and wildren
often trigger
an instinctive
fear or revulsion
in tieflings, making it difficult for them to work together
at all.
Tieflings respect other mixed-breed races that have to
put up with persecution and derision, including half-orcs
and mephlings. Still, a tiefling isn't more likely to trust a
member of one of these races; she's just more likely to understand
their perspective.
Alignment: Tieflings tend toward evil alignments,
though neutral tieflings are not uncommon. Those who
choose a life of good - and manage to stick to it - are
particularly rare.
Religion: Tieflings have no common
deity. Most choose to worship evil
deities such as Erythnul, god of
slaughter; Vecna, god of secrets;
or Hextor, god of tyranny. Neutral
tief lings may venerate
Wee Jas, goddess of death
and magic, or Olidammara,
god of thieves. Still others
choose to pay homage to
archfiends whose names
are best not mentioned.
Language: Tieflings
share no common language.
Some learn Infernal or Abyssal,
although since most
have no idea where their
bloodline comes from,
as often as not they choose
the wrong racial language. A
tiefling usually learns the language
of her parents as well.
Names: As a rule, tieflings
use human names until such
time as they seek to differentiate
themselves from their
parents. At that point, they
often take names that hint at
their fiendish heritage. Some
choose words of Infernal or
Abyssal that sound menacing,
occasionally without even
knowing the words' definitions.
Adventurers: As natural outcasts,
tieflings often follow a life of adventure and
intrigue. Those that hew to their heritage become thieves,
brigands, or killers. Some tieflings reject their tainted blood
and seek the light, aiming to help those in need.
TIEFLING RACIAL TRAITS
-
+2 Dexterity, +2 Intelligence, -2 Charisma.
-
Outsider (Native): Tieflings are outsiders native to the Material
Plane, and thus have the outsider (native) type. They gain
the extraplanar subtype when not on the Material Plane.
They are not subject to spells or effects that affect only
humanoids, such as charm person and dominate person.
-
Medium: As Medium creatures, tieflings have no special
bonuses or penalties due to their size.
-
A tiefling's base land speed is 30 feet.
-
Tieflings have darkvision out to 60 feet.
-
Skills: Tieflings have a +2 racial bonus on Bluff and
Hide checks.
-
Darkness (Sp): A tiefling can use darkness, as the
spell, once per day. Her caster level is equal to her
character level.
-
Resistance to cold 5, electricity
5, and fire 5: Tieflings share some
of their fiendish ancestors' resistance to
energy damage.
-
Automatic Languages: Common,
Infernal. Bonus Languages: Draconic,
Dwarven, Elven, Gnome,
Goblin, Halfling, Orc.
-
Favored Class: Rogue.
-
Level Adjustment: +1.
WILDREN
Over time, the petitioners
(spirits of the departed) who
arrive in the Wilderness
of the Beastlands acquire
animal traits, eventually becoming
celestial beasts or animals.
Some instead mingle with the
beasts they will one day become,
creating new races that are perpetually
half-animal, half-humanoid.
Prominent among these are the
wildren, beings descended from
the union of partially transformed
dwarf petitioners and
celestial badgers.
Prowling the darkest forests
of Karasuthra, the Beastlands'
lowest layer, wildren build elaborate
underground burrows, which they
defend, out of a commingled racial memory, to
the death. Often short-tempered and vengeful,
wildren generally live solitary lives, emerging only occasionally
from their burrows to hunt and seek mates.
Personality: Wildren are edgy and easily riled, though
loyal to those who befriend them and, on rare occasions,
even playful (especially toward their young). They are most
savage and feral when on the defensive, though they are still
quite formidable on the attack.
Physical Description: The typical wildren looks like
a dwarf covered in short, grizzled dark fur, with a broad
white stripe of fur running from the bridge of the nose
over the top of the head and down to the base of the skull. A
wildren's arms are unnaturally large and well-muscled, and
her fingers end in hard claws 2 to 3 inches long. Wildren
constantly emit a fetid odor.
On average, wildren are slightly taller and slightly
lighter than dwarves. They reach adulthood at the same
age as dwarves but mature more rapidly thereafter. It's
possible for a wildren to live for more than 500 years,
but the race's average life span is about 200 years shorter
than that.
Relations: Most wildren spend their lives hunting in
the perpetual night of Karasuthra. After a mating pair has
raised a child to adulthood, they drive it from the burrow,
forcing it to seek its own fortune. These wildren usually
dig their own burrows far from their birthplace, but some
never settle down, moving from layer to layer of the Beastlands
in search of a new "family." They come to see life as
one long hunting expedition and can travel far afield in
search of adventure. They are most comfortable on planes
where wildlife is abundant, especially if the ground lends
itself to the creation of a burrow. Though the average wildren
finds beings of other races strange and threatening,
adventuring wildren generally feel that way only toward
the evil races. Wildren of any kind are most uncomfortable
in cities, though they can cope if provided with a burrowlike
place to sleep.
Alignment: The average wildren is chaotic good, tending
toward neutral good. A few are neutral or chaotic neutral.
Religion: Most wildren pay homage to Ehlonna, not necessarily
in the form of actual worship but more as a show of
respect for the most dangerous animal in their immediate
environment. Wildren rarely become clerics, but some are
happy as druids.
Language: The wildren language
is actually an amalgam of
Common, Dwarven, and
badger growling. It is not
truly a separate tongue, but
rather a convenient medium
for members of a race who share
the same three languages.
Names: Wildren usually
have only a spoken
name, other wise recognizing
one another by scent. (They
often see nonwildren in the same light
and are confused by individuals with
more than one name - and even
more confused by individuals
who wear perfume or
cologne.)
Male Names: Arl, Brum,
Durrl, Grunnur, Morrm,
Nall, Vruk.
Female Names: Brayarr, Dierrel, Hugk, Mrall, Purruk,
Vap.
Adventurers: Only unsettled wildren become adventurers.
Without a home, but missing the camaraderie of family,
they join up with other homeless (in other words, adventuring)
characters to relive some of that experience.
WILDREN RACIAL TRAITS
-
+4 Constitution, -2 Dexterity, -2 Charisma. Wildren are
extremely durable, but they are slow to react and have a
reserved personality.
-
Outsider (Extraplanar): Wildren are native to the Wilderness of the
Beastlands, and thus have the outsider type. They gain
the extraplanar subtype when not in the Beastlands. They
are not subject to spells or effects that affect only humanoids,
such as charm person and dominate person.
-
Medium: As Medium creatures, wildren have no special
bonuses or penalties due to their size.
-
A wildren's base land speed is 20 feet. She 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).
-
Wildren have a burrow speed of 10 feet. In soil or loose
dirt, a wildren can build a warren large enough for one
Medium creature in the space of 1 hour.
-
Wildren have darkvision out to 60 feet.
-
Wildren have the scent ability.
-
Wildren have two primary claw attacks that are natural
weapons, dealing points of damage equal to 1d4 + the
wildren's Str bonus.
-
Fury (Ex): Once per day, a wildren who has taken at least
1 point of damage can choose to enter a brief state of ragelike
fury at the beginning of her next turn. In this state, a
wildren gains +4 to Strength and -2 to Armor Class. The
fury lasts for 1 round, and a wildren cannot end her
fury voluntarily. The effect of this ability stacks
with similar effects (such as the barbarian's
rage class feature).
-
Stability (Ex): Wildren are exceptionally
stable on their feet. A wildren has
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).
-
Automatic Languages:
Wildren speak Common
and Dwarven, and
are able to communicate
with badgers as though
under the effect of a speak
with animals spell that affects
only badgers. Bonus Languages: Sylvan, Gnome, Goblin,
Orc, Terran.
-
Favored Class: Barbarian.
-
Level Adjustment: +1.
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