ILLUMIANS
The illumians are a race created by sorcery.
Through painstaking ritual, they have developed
a mystical connection to the magic runes that
make up their alphabet. Glowing sigils surround
them, granting the power of an eldritch language
made flesh. Illumians are contemplative humanoids, driven and
ambitious, taught from an early age to master every field
of study.
Personality: Illumians tend to be somewhat cautious,
choosing to study a situation and develop a plan before
acting.
They're also proud of their heritage as illumians, extolling
the virtues of illumians in general and their cabal in
particular for anyone who'll listen.
Physical Description: Illumians look like the humans
who first learned the Ritual of Words Made Flesh - paleskinned
and somewhat taller than average. More than half
of all illumians are bald, while the rest have blond or red
hair. Facial hair is almost unheard of.
Of course, their most significant features are the luminous
sigils that float above their heads, endlessly circling. These
sigils are described in detail below.
Illumians - even poor ones - favor the most expensive
dress they can afford, with fine embroidery, long robes
and capes, and multiple layers. Their bulky dress makes
illumians look bigger and more muscular than they actually
are. Illumians have a great distaste for dirt and take
pains to keep their clothes clean, even in a wilderness or
dungeon setting.
Elaborate facial makeup is also common among illumians,
particularly older ones who have already mated for
their cabal. While some humans wear makeup to make
themselves appear more attractive, illumians wear it for
the opposite reason: to keep others at a distance. The more
garish and outlandish an individual's makeup, the more
likely it is that she wishes to be left alone.
Relations: Illumians regard humans as a brother race,
but remain somewhat distant - after all, the illumians left
pure humanity behind when they undertook the Ritual
of the Word Made Flesh. Elves are admired for their long
life spans, love of learning, and facility with magic, while
dwarves are regarded as consummate craftsfolk but with
little else to offer. Illumians confronted with gnomes and
halflings sometimes let a bit of paternalism seep through
their efforts to be polite, subconsciously treating the small
folk like children.
Whenever they can, illumians seek common ground with
species that demonstrate a love of learning, such as dragons
and outsiders. Conversely, illumians have regarded the
githyanki as implacable enemies ever since the githyanki
discovered and sacked the illumians' High Library on the
Astral Plane. Except for those of the Gravewhisper cabals, illumians abhor undead.
Alignment: The cabals that form the backbone of
illumian society maintain codes of honor they expect
members to follow, so illumians have a tendency toward
lawful alignments. Gibber cabals (described below) seek
power in the disorder of invented words, and so have more
chaotic tendencies.
Illumian Lands: Illumians usually form a small community
far away from civilization, where they are free
to make their plans without outside interference. Some
cabals (or clusters of allied cabals) occupy buildings or
neighborhoods in major human cities, where eventually
their appearance ceases to arouse particular curiosity. Many
cabals have access to a magic portal that whisks illumians
to the Shadow City of Elirhondas, a teeming metropolis in
which illumians make up the overwhelming majority of
the population.
Religion: Illumian clerics mainly worship Tarmuid, the
First Speaker, who invented the Ritual of the Word Made
Flesh and uttered the words that created the illumians
centuries ago. Since then, a few other illumians - mostly
those who participated in the very first Ritual of the Word
Made Flesh - have ascended to godhood by making a final
utterance (described below). Tarmuid and these illumian
deities are described in The Illumian Pantheon.
Language: Illumians speak the language that Tarmuid
discovered (or invented, according to some cabals), the
magical language that powered the ritual that created the
first illumians. Even infants can speak Illumian - slowly
and poorly - within a few days of birth. Non-illumians
don't have an instinctive grasp of the language and find it
very hard to learn. Because they aren't magically infused
with the language the way illumians are, other speakers of
Illumian receive no power from the hundreds of sigils that
form the language's alphabet.
Names: Illumian personal names are almost always two
or three syllables long, chosen from syllables that have a
positive connotation. Illumians also take
the name of their cabal as their own. Because the cabals
help define an illumian's place in the world, illumians give
their cabal name first, followed by their personal name.
When speaking in Common, illumians usually translate
their cabal name but leave their personal name in Illumian
because it most likely doesn't have an exact match in
Common.
Male Names: Abthek, Byerek, Duensel, Ghautar, Hautra,
Iarmid, Kaulesh, Kyrish, Ooleg, Shelkau, Vyurek, Yeylea.
Female Names: Andrin, Chalaum, Eallie, Fraona,
Nuele, Prekish, Querik, Rhealoo, Sreiska, Woothal, Xiroth,
Zhaolei.
Cabal Names: Blackpennant, Bloodwing, Driftcloud,
Duskwatcher, Frostpeak, Rustdreamer, Stormwind.
Adventurers: Illumians travel to learn more about the
surrounding world on behalf of their cabals, occasionally
undertaking dangerous missions on behalf of their cabal
leaders. A few illumians have been cast out of their cabals,
but it's far more likely that an adventuring illumian left
voluntarily, hoping to gain enough knowledge and power
to attract other illumians and thereby found a new cabal.
Illumians spend a number of their adolescent or young
adult years wandering the world, dreaming of being the
master at the center of a powerful illumian cabal.
ILLUMIAN RACIAL TRAITS
-
Humanoid (human): Illumians are humanoid creatures
with the human subtype.
-
Medium: As Medium creatures, illumians have no special
bonuses or penalties due to their size.
-
Illumian base land speed is 30 feet.
-
Luminous Sigils (Su): The sigils that orbit an illumian's
head glow softly, providing illumination equal to that
of a candle. Illumians can make their sigils disappear
by concentrating for a moment (a standard action), but
they don't receive the sigils' benefits and can't use any
special abilities granted by illumian words (see below)
while they're doused. Restoring the sigils to visibility is
a free action.
Luminous sigils (including power sigils; see below)
are insubstantial and disappear into any matter they
touch. An illumian's sigils remain present and in effect
even when the illumian takes another form, unless she
would lose her supernatural abilities as a result of the
form change. An illumian wizard who casts a polymorph
spell on herself retains her sigils, but an illumian who
becomes a zombie loses them.
-
Glyphic Resonance (Ex): Illumians are the physical
embodiment of a magical language, so they interact
strangely with symbol-based spells. This group includes
all spells whose names contain the word glyph, rune,
sigil, or symbol (such spells in the Player's Handbook
include explosive runes, glyph of warding, greater glyph of
warding, sepia snake sigil, and the various symbol spells).
When an illumian encounters such magic, one of two
things happens: Either the illumian's resonance overpowers
the spell, or the foreign magic corrupts the mystical
language that defines the illumian. Illumians have a -4
racial penalty on saving throws against these effects if
their level is less than the caster level of the spell. If an
illumian's level equals or exceeds the spell's caster level,
she is immune to the effect.
-
Power Sigils (Su): In addition to the array of dimly
glowing luminous sigils that orbits her head, a 1st-level
illumian has a single brightly glowing power sigil that
grants her certain bonuses (see below). A power sigil can
be discerned from other sigils surrounding an illumian
with a DC 10 Spot check, and identified with a DC 15
Knowledge (arcana) check.
On attaining 2nd level in any class, an illumian gains
a second different power sigil, and the bonus granted
by each power sigil increases to +2. Depending on the
combination of power sigils she chooses, an illumian
gains one or more extra special abilities (see Illumian
Words, below). The benefit of each power sigil is given
below, along with the Common translation of each sigil's
Illumian name.
-
Aesh ("vigor"): +1 bonus on Strength checks and
Strength-based skill checks.
-
Hoon ("life"): +1 bonus on Wisdom checks, Constitution
checks, and Wisdom- or Constitution-based skill
checks.
-
Krau ("magic"): +1 bonus to caster level for all spells
and spell-like abilities (up to a maximum value equal to
the illumian's character level).
-
Naen ("mind"): +1 bonus on Intelligence checks and
Intelligence-based skill checks.
-
Uur ("grace"): +1 bonus on Dexterity checks and Dexterity-
based skill checks.
-
Vaul ("soul"): +1 bonus on Charisma checks and Charisma-
based skill checks.
-
Illumian Words (Su): Each combination of two power
sigils' names makes an Illumian word of great power, and
thus grants extra abilities to a character who possesses
those two power sigils. The benefit of each word of power
is described below.
-
Aeshkrau: The illumian can use her Strength score to
determine the bonus spells she gains for a high ability
score, instead of the normal ability score used by her
class to determine this feature. If she has more than
one spellcasting class, she may use her Strength score
in place of any or all of the ability scores used by those
classes for this purpose.
-
Aeshoon: Twice per day, the illumian can spend a turn
or rebuke attempt as a swift action to gain a bonus on
weapon damage rolls equal to her Wisdom bonus. This
effect lasts until the beginning of her next turn, and it
applies only to weapons with which she has selected the
Weapon Focus feat.
-
Aeshuur: When the illumian deals damage to a target
with a sneak attack or a critical hit, she gains a +2 dodge
bonus to her AC against that target until the beginning
of her next turn.
-
Hoonkrau: The illumian can spend a turn undead
attempt as a swift action to add 1d8 points to the damage
healed by any cure spell she casts before the end of her
next turn, or a rebuke undead attempt as a swift action
to add 1d8 points to the damage dealt by any inflict spell
she casts before the end of her next turn. The illumian
may use this ability twice per day.
-
Hoonvaul: Twice per day, the illumian can expend a
spell slot (but not a slot holding a prepared spell) as a
swift action to gain a bonus equal to the spell's level on
turning checks, turning damage rolls, and on attack and
damage rolls when making a smite attack. This effect
lasts until the beginning of the illumian's next turn.
-
Naenaesh: During the time when the illumian prepares
spells, she can choose to leave up to two spell slots
unfilled to gain the ability to cast any other prepared
spell (or spells) of the same level as if it had been prepared
with the Still Spell feat. This effect lasts until the
next time the illumian prepares spells. She cannot fill
the vacant spell slot (or slots) until the next time she
prepares spells.
-
Naenhoon: Twice per day, the illumian can spend one
or more turn or rebuke undead attempts as a swift action
to add a metamagic effect to a spell she is casting, with
no effect on the spell's casting time or effective level. She
must have the metamagic feat whose effect she wants
to apply. The illumian must expend a number of turn
or rebuke undead attempts equal to the normal level
adjustment of the metamagic feat (for example, it costs
two turn or rebuke attempts to apply an Empower Spell
effect). If she chooses to apply the Heighten Spell effect,
it costs her one turn attempt per level that she heightens
the spell, up to a maximum of 9th level.
-
Naenkrau: During the time when the illumian
prepares spells, she can choose to leave up to two spell
slots unfilled to add +1 to the save DCs of all her other
spells of that level (including spells from different
classes). If she leaves two spell slots unfilled, they must
be at different spell levels. This effect lasts until the
next time the illumian prepares spells. She cannot fill
the vacant spell slot (or slots) until the next time she
prepares spells.
-
Uurhoon: Twice per day, the illumian can expend a
spell slot (but not a slot holding a prepared spell) as a
swift action to gain an insight bonus equal to her Wisdom
bonus on Reflex saves and her Dexterity bonus on caster
level checks to overcome spell resistance. This effect lasts
for 1 minute per level of the spell slot expended.
-
Uurkrau: The illumian can use her Dexterity score to
determine the bonus spells she gains for a high ability
score, instead of the normal ability score used by her
class to determine this feature. If she has more than
one spellcasting class, she may use her Dexterity score
in place of any or all of the ability scores used by her
classes for this purpose.
-
Uurnaen: During the time when the illumian prepares
spells, she can choose to leave a 1st-level or 2nd-level
spell slot unfilled to add an insight bonus equal to
the spell slot's level on attack rolls when making an
unarmed strike or a sneak attack. This effect lasts until
the next time the illumian prepares spells. She cannot
fill the vacant spell slot until the next time she prepares
spells.
-
Vaulaesh: Twice per day, the illumian can expend a
spell slot (but not a slot holding a prepared spell) as a
swift action to gain an insight bonus equal to the spell's
level to AC and on weapon damage rolls. This effect lasts
until the beginning of the illumian's next turn, and the
damage bonus applies only to weapons with which she
has selected the Weapon Focus feat.
-
Vaulkrau: Twice per day, the illumian can expend a
spell slot (but not a slot holding a prepared spell) as an
immediate action to gain an insight bonus equal to the
spell's level on the next saving throw she makes before
the start of her next turn.
-
Vaulnaen: Twice per day, the illumian can use a spell
slot (but not a slot holding a prepared spell) to spontaneously
cast any of her prepared spells of the same spell
level. For example, a 3rd-level bard/1st-level wizard who
had prepared burning hands as a wizard spell could use
one of her 1st-level bard spell slots to cast burning hands.
The spell is cast using the caster level at which it is
prepared (the bard/wizard in the above example would
cast burning hands as a 1st-level caster).
-
Vauluur: The illumian may expend a spell slot (but
not a prepared spell) as a swift action to add 1d6 per
spell level to her unarmed strike damage rolls and her
sneak attack damage rolls. This effect lasts until the
beginning of her next turn, and she may use it twice
per day.
-
Final Utterance (Ex): When an illumian dies, her body
releases the stored Illumian language within it. For 1
round per Hit Die of the illumian, anyone within earshot
hears ululating Illumian syllables - usually gibberish,
but occasionally a prophetic phrase or a final curse on the
illumian's enemies. The illumian's body need not remain
intact for the final utterance to occur. Even if an illumian
succumbs to a disintegrate spell, her disembodied voice
still utters strange gibberish for several rounds.
-
+2 racial bonus on saves against spells with the shadow
descriptor: The illumians' magical heritage is tied to the
Plane of Shadow.
-
Superior Literacy: Illumians are always literate, regardless
of their character class. Speak Language is always a
class skill for illumians, regardless of class.
-
Automatic Languages: Common and Illumian. Bonus
Languages: Any except for secret languages (such as
Druidic). Illumians love languages and travel far and
wide to learn new languages from other races.
-
Favored Class: Any. When determining whether a multiclass
illumian takes an experience point penalty, her
highest-level class does not count. Illumians
hold versatility in high esteem, and most members of
the race are multiclass characters. Furthermore, illumian
paladins and monks can leave those classes and return
to them without penalty.
AASIMARS
Graceful, regal, and noble, aasimars are the distant descendants
of a coupling between a human and a
good-aligned outsider. While nowhere near as powerful
as their celestial forebears, aasimars still retain
a touch of the divine in their blood and wear it with
pride. Devoted champions of good, aasimars spend
their days fighting evil in whatever form it takes.
In a world of violence, injustice, and evil, aasimars are
on the front lines, lending their abilities where needed.
Some try to stave off evil by teaching and leading by
example in the fight against ignorance, prejudice, and
greed. Others present an aloof and lofty demeanor,
an intimidating aura that, while noble, keeps
people from trying to get too close. Among good
people, aasimars are held in high opinion as a
standard by which all should live, while those
of an evil nature view aasimars as self-righteous
and dangerously moralistic.
Personality: Aasimars practically radiate good
will and a positive attitude. Most aasimars are
kind, pleasant, and approachable. However, some
project a crusading zeal and sense of purpose that
can be daunting and unapproachable - hearkening
to the vengeful, judgmental aspect of their celestial
ancestor. Few aasimars crave the limelight, and they
shun positions of authority, except in instances
where they can lead by example.
Physical Description: From a distance,
aasimars appear as standard humans. Up close,
their celestial bloodline shines through in
their tall stature and attractive features.
Some bear a minor physical trait that highlights
their celestial nature, such as silver
or golden hair, metallic eyes, or a rich,
melodic voice. Humanoids find aasimars
aesthetically pleasing and watch them with
admiration.
Relations: Aasimars maintain excellent
relations with beings of good
alignment. They are found primarily
among humans, but they also associate
with elves, dwarves, and good-aligned
humanoids. They are extremely stern
and disapproving toward evil beings of
all kind and do not willingly deal with
orcs, goblins, and other races noted for their evil alignment.
Aasimars are extremely suspicious of half-orcs, but they can
overlook blood or upbringing if an individual proves that
he leads a life of good and honor.
Aasimars treat one another with respect and friendship,
seeing other aasimars as cousins united in the cause of good.
However, if they encounter an aasimar who has fallen to
evil, they become frightful to behold in their anger and
righteous indignation.
Alignment: Blood infused with the power of the celestial
realms virtually guarantees that aasimars are good
in alignment, although individuals vary wildly in their
interpretation and may favor lawful or chaotic behavior.
In extremely rare instances, an aasimar turns from good,
becoming neutral or even evil. Fallen aasimars live as hunted
beings, reviled by their own kind for betraying the blood
the flows in their veins.
Aasimar Lands: Aasimars are relatively few in number
and do not hold any lands of their own. Most are loners,
wandering from place to place and providing aid and good
deeds when needed. Others integrate themselves more
thoroughly into human society, although their predilection
for action and good deeds means that they rarely take up a
sedentary vocation.
Religion: The indisputable fact of their celestial ancestry
leads aasimars to become deeply devoted beings who feel a
personal connection with a particular deity. Even those who
do not become paladins (their favored class) are profoundly
religious and forthright in their faith. While they are not
prone to proselytizing, by words and action aasimars show
the power and righteousness of their deity to those who
have not yet seen the light and truth that they experience
themselves.
Language: Aasimars speak Common and have an intuitive
understanding of Celestial from birth. Aasimars learn a
variety of languages to assist them as they wander the world
in their quest for good.
Names: Aasimars are given names appropriate for the
area and society in which they were raised. The majority,
raised by human parents, bear human names. Some adopt
a more celestial-sounding name on reaching adulthood to
demonstrate their devotion to their deity and to the cause
of good.
Male Names: Exelar, Henzio, Mortibal, Overmar, Sentalial,
Vitarri.
Female Names: Alleraia, Eretri, Irethia, Marethial,
Savial, Terim.
Adventurers: Aasimars readily take to the adventuring
lifestyle. Many become paladins, acting as righteous tools
of their deity. Clerics are nearly as common, followed by
fighters. Lawful aasimars find a monk's discipline very
appealing. Blessed with a naturally high Charisma, some
aasimars become sorcerers and bards. Aasimars dislike the
pragmatic deceitfulness of rogues, and barbarian aasimars
are almost unheard of.
AASIMAR RACIAL TRAITS
-
+2 Wisdom, +2 Charisma: Aasimars inherit a measure of
the insight and presence of their celestial forebears.
-
Outsider (native): Aasimars are outsiders who are native to
the Material Plane. Unlike true outsiders, native outsiders
need to eat and sleep.
-
Medium: As Medium creatures, aasimars have no special
bonuses or penalties due to size.
-
Aasimar base land speed is 30 feet.
-
Darkvision: Aasimars can see in the dark out to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and aasimars can function just fine
with no light at all.
-
Daylight (Sp): An aasimar can use daylight once per day
as a 1st-level caster or a caster of her class level, whichever
is higher.
-
Resistance to acid 5, cold 5, and electricity 5: Aasimars
gain a slight resistance to acid, cold, and electricity from
their celestial blood.
-
+2 racial bonus on Listen and Spot checks: Aasimars have
keen senses.
-
Automatic Languages: Common and Celestial. Bonus
Languages: Draconic, Dwarven, Elven, Gnome, Halfling,
and Sylvan. Aasimars enjoy learning languages that enable
them to communicate with good creatures.
-
Favored Class: Paladin. The paladin class levels of an
aasimar who becomes an ex-paladin class do not count
when determining whether she takes an experience point
penalty for multiclassing.
-
Level adjustment +1.
DOPPELGANGERS
Scholars have debated for centuries about the origin of the
doppelgangers. Shadowy, mysterious, and enigmatic, these
shapeshifters learned long ago how to integrate themselves
into human society. For this reason, learned men and
women believe that doppelgangers were once human. How
doppelgangers gained their unique abilities is unknown,
even to themselves.
Doppelgangers do not have a society of their own. They fill
any desire for companionship and social interaction through
their association with other races. Although doppelgangers
act independently, following their own motivations and
goals, rumors persist of a "secret cabal" of elder doppelgangers
who desire nothing less than control of the world. Little
evidence corroborates these rumors, which may have been
perpetuated by the doppelgangers themselves to lend even
more mystery to their race's reputation.
Personality: Discerning a doppelganger's true personality
is akin to grasping quicksilver, although certain traits
seem to be common among members of the race. In their
natural form, doppelgangers are cold, mysterious, and aloof,
and almost never give any indication what they are actually
feeling or thinking. Doppelgangers are natural liars,
and even allies wonder at the validity of a doppelganger's
acknowledgment of an emotional state.
While in disguise, doppelgangers behave according to
the personality of the mimicked humanoid. Because they
can only imitate a creature's physical form, not emotional or
psychological qualities, doppelgangers watch their quarry
from afar for as long as possible, getting every idiosyncrasy,
nuance, and personality trait down pat before assuming the
creature's form.
Doppelgangers feel the same basic desires as members
of any other race, but more than anything, they wish to
simply "belong" to a group, even if for just a short while.
Doppelgangers use their abilities as a test of their own
cunning and superiority, and they believe that they succeed
only when they remain completely unnoticed by the race
they are trying to mimic. Clinically curious, doppelgangers
seek to understand a race by becoming part of that race
for a while, before moving on to infiltrate another, more
challenging group.
Physical Description: In their natural form, doppelgangers
are gaunt, gray-skinned, genderless humanoids
with long, gangly limbs, standing around 5-1/2 feet tall
and weighing about 150 pounds. Doppelganger bodies are
slender and frail-looking, although this appearance belies
their hardy constitution and
natural agility. Their heads are large in proportion to the
rest of their bodies, and their faces are featureless except
for two large, octopoidlike eyes.
Doppelgangers are rarely seen in their true form, and
spend most of their time mimicking other humanoids.
A doppelganger can only duplicate the appearance of
a humanoid and does not gain any special abilities of a
mimicked race, such as an elf's low-light vision. Its ability
to duplicate another form is remarkable, and it can copy a
humanoid form to the minutest detail. Doppelgangers have
an incredible memory when it comes to retaining forms, and
a doppelganger can remember any shape it has mimicked,
even if it was years in the past.
Relations: Either despite or because of their shapeshifting
nature, doppelgangers do not have strong relations with
other races. They view all humanoid races with the same
level of neutrality, heavily influenced by contempt. Doppelgangers
consider themselves superior to other humanoid
races, although they rarely espouse this viewpoint while
dealing with the races in question. They see humanoids as
mere pawns to be deceived and used in whatever manner
seems necessary at the time. On the other hand, most doppelgangers
do not have any preconceived notions about a
race - they all have their positive and negative qualities,
and none are any better or worse in comparison (except for
doppelgangers themselves, of course).
In turn, other races are extremely suspicious
of a creature that can assume
their own forms and blend
in with impunity. In some
places, doppelgangers have
thoroughly infiltrated positions
of authority, using
their newfound power in
whatever way they see fit.
When a doppelganger
is discovered, pogroms
and witch-hunts inevitably
follow, as the
panicked populace
accuses anyone and
everyone of being a
shapeshifter.
Alignment: Because
they live
according to the
borrowed morals
and ethics of other
races, doppelgangers
are usually neutral
in alignment, with no
strong opinions on the
properties of good, evil, law, or
chaos. Doppelgangers regularly
"portray" creatures of
different alignments, although their psyches are amazingly
toughened to resist any permanent shift from acting in such
a manner. They retain their own objectivity regardless of
the intensity of emotions that they exhibit on the surface.
On occasion, doppelgangers stray from the racial norm of
neutrality - and their inclination toward duplicity and deceit
means that most of these individuals fall to evil.
Doppelganger Lands: Doppelgangers have no lands
that they openly declare as their own. However, they
consider all the lands of the other races free for the taking.
Doppelgangers with a longing for power simply overthrow
an authority figure and assume his or her place instead of
trying to garner power from the ground up.
Religion: Doppelgangers lack religious conviction.
They understand why a race would worship a higher being,
although they do not feel much desire to propitiate a deity.
For this reason, doppelganger clerics are exceedingly rare,
despite the fact that doppelgangers occasionally masquerade
as members of the clergy for one church or another. Of all
the deities, Boccob, the Uncaring God of Magic, is most
likely to hold a doppelganger's attention, if only because
of his neutral attitude.
Language: Doppelgangers have no language of their
own and communicate among themselves by means of their
detect thoughts ability. Doppelgangers learn a multitude
of languages to lend credence to their disguises. Their
mastery of shapechanging carries over to speech, and they
can imitate particular accents with ease.
Names: To a doppelganger, a name is just another "prop"
to be used in its disguise. A doppelganger uses hundreds
of names throughout its lifetime, although none of those
names can truly be said to "belong" to that individual. Still,
each doppelganger does have a single, unique name, which
is almost never used. Doppelganger names are derived from
an ancient human language that died millennia ago, giving
further weight to the theory that they descended from
human origins. Since doppelgangers lack distinct gender,
there are no male or female variations in naming.
Doppelganger Names: Ansilikus, Melanuxor, Sanjakilar,
Tepilmurae, Verenkilar, Xestilophon.
Adventurers: Naturally stealthy and deceptive, doppelganger
adventurers favor the rogue class. Doppelganger
bards number a close second. Those who spend a great deal
of time mimicking warriors become fighters or rangers. As
mentioned above, doppelganger clerics are notoriously rare,
and druids even more so, mainly because doppelgangers
are so focused on social intricacies that they barely think
about the natural world. Doppelganger paladins are one in
a million, and are viewed with considerable suspicion by
the rest of their race.
DOPPELGANGER RACIAL TRAITS
-
+2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence,
+4 Wisdom, +2 Charisma: Doppelgangers have
improved their minds and bodies through centuries of
mimicking humanoid forms.
-
Monstrous Humanoid (Shapechanger): Doppelgangers
are monstrous humanoids with the shapechanger
subtype. They retain this type and subtype regardless of
any humanoid form they may assume.
-
Medium: As Medium creatures, doppelgangers have no
special bonuses or penalties due to size.
-
Doppelganger base land speed is 30 feet.
-
Darkvision: Doppelgangers can see in the dark out to 60
feet. Darkvision is black and white only, but it is otherwise
like normal sight, and doppelgangers can function just
fine with no light at all.
-
Racial Hit Dice: A doppelganger 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.
-
Racial Skills: A doppelganger's monstrous humanoid
levels give it skill points equal to 7 × (2 + Int modifier).
Its class skills are Bluff (Cha), Diplomacy (Cha), Disguise
(Cha), Intimidate (Cha), Listen (Wis), Sense Motive (Wis),
and Spot (Wis).
-
Racial Feats: A doppelganger's monstrous humanoid
levels give it two feats.
-
+4 natural armor bonus: Doppelganger skin is resilient
and tough.
-
+4 racial bonus on Bluff and Disguise checks: Doppelgangers
have a talent for deception. When using its
change shape ability, a doppelganger gets an additional
+10 circumstance bonus on Disguise checks. If it can read
an opponent's mind, it gets a further +4 circumstance
bonus on Bluff and Disguise checks.
-
Detect Thoughts (Su): A doppelganger uses detect
thoughts as the spell (caster level 18th; Will DC 13
negates). It can suppress or resume this ability as a free
action.
-
Change Shape (Su): A doppelganger can assume the shape
of any Small or Medium humanoid. In humanoid form,
the doppelganger loses its natural attacks. A doppelganger
can remain in its humanoid form until it chooses to
assume a new one. A change in form cannot be dispelled,
but a doppelganger reverts to its natural form when killed.
A true seeing spell or ability reveals its natural form.
-
Immunities: A doppelganger is immune to sleep and
charm effects.
-
Automatic Language: Common. Bonus Languages: Auran,
Dwarven, Elven, Gnome, Halfling, Giant, and Terran.
-
Favored Class: Rogue. A multiclass doppelganger's rogue
class does not count when determining whether it takes
an experience point penalty for multiclassing.
-
Level adjustment: +4.
HALF-OGRES
The same wild frontiers that produce half-orcs from unions
between tribes of human and orc barbarians also produce
half-ogres. Ogres and humans fight in times of war and
trade in times of peace. In peaceful times, ogres value
humans' intelligence and adaptability, while humans value
ogres' strength and toughness. Half-ogres inherit a blend
of the physical characteristics of their parents. They may
be found in either parent's community (where their status
varies according to local sentiment).
Personality: Half-ogres are generally low in intelligence
but quick to anger. Where a half-orc understands alternatives
to action, half-ogres do not. Successful half-ogres are
those with enough self-control to live in a civilized land.
Half-ogres love simple pleasures such as feasting, drinking,
boasting, wrestling, drumming, and wild dancing.
While some claim to be able to sing, few other races would
agree. A half-ogre is likely to assume that refined enjoyments
such as poetry, courtly dancing, and philosophy are just
tools for making fun of him.
Physical Description: Half-ogres are taller than humans
or half-orcs, but not as tall as ogres. Adults are typically
closer to the height and weight of an ogre than of a human.
Their skin color ranges from dull yellow to dull brown.
Their thick hides sport patches of
dark, warty bumps, and their heads
are topped by a mop of dark hair.
Relations: Because they are the
offspring of giants, half-ogres have
a rough time getting along with dwarves and
gnomes. Of course, ogres are rarely on good
terms with elves, humans, or halflings either.
On the other hand, they understand
the prejudice that half-orcs experience and
relate well to them.
A half-ogre seeks a way to gain acceptance from
those who hate or fear his ogre cousins. Most exploit their
innate toughness so that others have no choice but to accept
them, whether out of admiration or fear. A few demonstrate
piety and good-heartedness as publicly as they can (whether
or not such displays are genuine).
Alignment: Half-ogres inherit a tendency toward chaos
from their ogre parents, but, like their human parents, they
favor neither good nor evil. Half-ogres raised among ogres
and willing to live out their lives with them, however, tend
toward evil.
Half-Ogre Lands: Half-ogres have no lands of their
own, living among ogres or humans depending on their
circumstances and the tolerance of the locals.
Religion: Like ogres, evil half-ogres worship Vaprak
the Destroyer. The rapacious Vaprak is a chaotic evil deity
of combat, destruction, aggression, frenzy, and greed. His
domains include Chaos, Destruction, Evil, and War, and
his favored weapon is the greatclub. Half-ogre barbarians
and fighters revere him as a war god even if they are not evil
themselves. Erythnul also numbers ogres and half-ogres
among his followers. Worshipers of Vaprak or Erythnul who
are tired of explaining themselves, or who don't want to give
other races yet another reason to distrust them, simply don't
make their religion public knowledge. Half-ogres who want
to solidify their connection to their human heritage follow
human deities, and they may be outspoken in
their shows of piety.
Language: Giant, which has no
alphabet of its own, uses Dwarven
script on the rare occasions
when an ogre needs to
write something.
Names: A
half-ogre typically
chooses a
name that helps
him make a specific
impression. If he
wants to fit in among
humans, he chooses
a human name. If he
wants to intimidate
others, he chooses a
guttural ogre name. A half-ogre
raised entirely by humans
has a human given name,
but he might choose another
name once he is away from his
hometown. Some half-ogres, of
course, are not quite bright
enough to choose a name
this carefully. Ogre names are
similar enough to orc names
that players may choose from
the orc lists when making
their characters.
Adventurers: Half-ogres living among humans are
drawn almost invariably toward violent careers in which
they can put their strength to good use. Frequently shunned
from polite company, half-ogres find acceptance and
friendship among adventurers, many of whom are fellow
wanderers and outsiders.
HALF-OGRE RACIAL TRAITS
-
+6 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence,
-2 Charisma: Half-ogres are big, brawny creatures
without a great deal of intelligence or couth.
-
Giant: Half-ogres are creatures with the giant type.
-
Large: As Large creatures, half-ogres take a -1 penalty
to Armor Class and a -1 penalty on all attack rolls. They
also have a reach of 10 feet.
-
Half-ogre base land speed is 30 feet.
-
Darkvision: Half-ogres can see in the dark out to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and half-ogres can function just fine
with no light at all.
-
Natural Armor: Half-ogres have +4 natural armor due to
their tough, thick skin.
-
Automatic Languages: Giant and
Common. Bonus Languages: Draconic,
Gnoll, Goblin, Orc, and
Abyssal. Smart half-ogres (who are
rare) learn the languages of their
allies or rivals.
-
Favored Class: Barbarian. A
multiclass half-ogre's barbarian
class does not count when
determining whether he takes
an experience point penalty for
multiclassing.
-
Level adjustment +2.
MONGRELFOLK
Those people who have heard of mongrelfolk
know them as brutish, ugly creatures
who bear the worst features of all their
parent races.
And that is exactly how the mongrelfolk
like it.
In actuality, mongrelfolk can pass
for members of their parent races - any
of them. In fact, when someone meets a mongrelfolk,
he always assumes the new acquaintance is
a member of one of the other major humanoid
races - just not his own. Dwarves see
mongrelfolk as unusually tall and broad-shouldered
elves, while elves
might consider them
to be surprisingly tall
and slender dwarves.
Orcs view them as oddly short
and ugly humans, while humans might
see them as tall and strangely comely
orcs. To each race, a mongrelfolk looks like a member
of another race, because they have features common to
several species. Mongrelfolk use this inability to pin down
their ancestry to their advantage. After all, it is difficult
to describe the culprit of a crime if a witness cannot even
identify her race with certainty.
Those few mongrelfolk who are born with clearly
nonhuman features serve as a distraction from the rest of
the race. They grow up knowing that they will be spat upon
by the other races, but secretly honored by their own kin.
These visibly misshapen mongrelfolk make sure that people
in the area know who they are and where they are, thus
reinforcing the stereotype about their race in general. In
such a situation, ordinary-appearing mongrelfolk are often
able to move about more freely, because no one associates the
slightly tall dwarf or slightly stocky elf with the hideously
deformed creature hiding in the woods nearby.
Personality: Mongrelfolk grow up knowing that they
do not belong to one particular race, but are kin to all of
them. They are perhaps the most
open-minded of the humanoid
races in terms of dealing with each
other - mongrelfolk see
nothing wrong
with having orc
friends, any more than
they have problems allying with
dwarves or elves or gnomes. They treat
every race as equals and as distant cousins
and hope to be treated the same
way in return. To facilitate this
goal, mongrelfolk learn how to imitate the other
races. They practice archery and woodcraft to be more
like elves, stonework to be more like dwarves, and
cooking to be more similar to halflings.
The race's real talents lie in the area of stealth.
Mongrelfolk are naturally sneaky, expert at
vanishing into a crowd. They hone these skills,
working to become quieter and quicker and
less obtrusive, and their familiarity with
different races makes this task even
easier.
Physical Description: Mongrelfolk
range in height from a little under 5 feet to almost
6 feet tall, and they weigh between 125 and 230
pounds. Their skin ranges from pale to dark, perhaps
with gray or pink undertones, and their hair ranges
from fine to coarse and black to white-blond. They usually
have large green or brown eyes, which can be dark or pale
or (as is often the case) indeterminate enough to look dark
in shadow but pale in bright light. Their ears are slightly
upswept and come to mild points at the upper tips, and
they usually have heavy brows and jaws. Mongrelfolk favor
simple, functional clothing and rarely wear jewelry.
Relations: Mongrelfolk get along extremely well with
the other humanoid races, for two reasons. First, the
mongrelfolk themselves appreciate each race's unique
traits and culture, and they enjoy meeting and mingling
with people. Second, other races never realize mongrelfolk
are among them, taking each mongrelfolk instead for a
member of another race. This allows the mongrelfolk to
move freely through the world, avoiding any racial bias
and giving none in return. Mongrelfolk are perhaps closer
to half-elves than to any other race, because half-elves can
also be mistaken for a member of one of their two parent
races. Mongrelfolk feel a degree of pity toward half-orcs
and half-ogres, who are clearly not human and are persecuted
for their differences.
Alignment: Mongrelfolk tend toward neutrality and
chaos. They live their lives by their own standards, preferring
to follow instinct rather than rules. Mongrelfolk lean
more toward good than evil, simply because they know that
helping others earns them more respect from the world
at large. But some decide that since no other race fully accepts
them, they should not care what happens to anyone
else, and they focus entirely upon their own welfare and
prosperity, even to the point of harming others to achieve
their goals.
Mongrelfolk Lands: Mongrelfolk do not claim their
own lands, and deliberately so. Their race focuses on blending
in with other races, and so they carefully establish
small communities within a variety of lands, preferably
in large villages or cities where their presence will not be
noticed. Mongrelfolk establish their largest populations in
human cities because humanity contains a great variance of
appearance. Human cities also generally support a racially
mixed population, giving the mongrelfolk even more cover.
Those mongrelfolk who are visibly nonhuman can usually
be found within a day's ride of such places, and they live
within caves and swamps close enough to a major road that
travelers can see and hear of them.
Religion: Mongrelfolk worship their own god,
Meriadar. The deity appears as a humanoid with an elf's
ears, a dwarf's nose, a human's chin, an orc's jaw, and a
gnome's eyes. His height, weight, build, and coloring
shift from second to second, making it impossible to
pin down his true features. Meriadar encourages his
people to use their ability to blend in among the other
races, and to remember that they represent the ultimate
result of a mixed society. His priests teach mongrelfolk
the ways of each parent race, help establish and maintain
their hidden communities, and see to the welfare of the
misshapen mongrelfolk set out as distractions from the
rest. Meriadar expects open-mindedness and compassion
from his worshipers, and an attempt to meet and befriend
members of every parent race.
Language: Mongrelfolk speak Common. Many also
speak Elven, Dwarven, Gnome, Halfling, Orc, or several
of the above. Mongrelfolk have their own pidgin
language, known appropriately enough as Mongrel, but
they only use this when other races are watching.
Names: Mongrelfolk pick their names from those
used by other races, and they take care to use names
that sound close to those of several different races. They
adopt different last names or clan names depending on
what race they encounter. A mongrelfolk's clan name is
used as a middle name, staying constant no matter what
disguise the individual uses. Mongrelfolk clan names are
one syllable in length, and can easily sound like the first
portion of a last name, allowing a mongrelfolk to utter
his clan name and then the fictitious one after it, and
thereby identify himself to any mongrelfolk nearby.
Male Names: Andion, Austen, Caden, Elzedar, Haraze,
Jerain, Michel, Randal, Tahriol, Winden.
Female Names: Betra, Candace, Deliah, Esthel, Gerta,
Jenemia, Lissende, Marte, Safire, Vendela.
Clan Names: Bar, Cam, Del, Fir, Gav, Lim, Mon, Nek,
Pul, Ras.
Adventurers: Mongrelfolk love meeting people and
seeing new places. They particularly enjoy visiting places
where no one knows them, and where they can start fresh
without having to worry about anyone determining their
real ancestry. Mongrelfolk also like spending time with
their parent races, studying each culture and trying to
fit into it or least learn how to prosper within it.
Ultimately, mongrelfolk prefer traveling to settling
down. They roam from place to place, plying a craft such
as tinkering or carpentry that earns them respect and
coin wherever they go and also provides them a good
cover for their excursions. Mongrelfolk have a natural
gift for stealth and thieving; though not all become
rogues, they keep an eye open for any wealth that might
be had, both for themselves and for their families back
home.
MONGRELFOLK RACIAL TRAITS
-
+4 Constitution, -2 Intelligence, -4 Charisma: Mongrelfolk
are hardy, but they lack proper education and
others find their appearance repulsive or at least vaguely
unsettling.
-
Humanoid (human): Mongrelfolk are humanoid creatures
with the human subtype.
-
Medium: As Medium creatures, mongrelfolk have no
special bonuses or penalties due to size.
-
Mongrelfolk base land speed is 30 feet.
-
Low-Light Vision: Mongrelfolk can see twice as far as a
human in starlight, moonlight, and similar conditions of
poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
Emulate Race (Ex): Because of their radically mixed
heritage, mongrelfolk can use magic items that only
function for a user of a certain race. This ability works like
the emulate race function of the Use Magic Device skill.
A mongrelfolk can automatically emulate any humanoid
race, with no need for a skill check. Mongrelfolk who
have the Use Magic Device skill have a +4 racial bonus
on attempts to emulate nonhumanoid races using that
skill.
-
Sound Imitation (Ex): A mongrelfolk can mimic any voice
or sound she has heard. Listeners must succeed on a DC
16 Will save to detect the ruse.
-
Immunity to sleep spells and similar magical effects.
-
Diffuse Blood: Mongrelfolk gain a +2 racial bonus on
saving throws against any spell that targets a particular
race or ignores a particular race, provided the selected
race is part of their general ancestry (human, halfling,
dwarf, elf, gnome, goblin, or orc).
-
+1 racial bonus on saving throws against enchantment
spells or effects and illusion spells or effects.
-
+1 racial bonus on saving throws against poison.
-
+1 racial bonus on Appraise, Climb, Jump, Listen, Move
Silently, Search, and Spot checks.
-
+4 racial bonus on Hide and Sleight of Hand checks.
-
Automatic Language: Common. Bonus Languages:
Any.
-
Favored Class: Rogue. A multiclass mongrelfolk's rogue
class does not count when determining whether she takes
an experience point penalty for multiclassing.
-
Level adjustment +0.
SEA KIN
Humans have always held an affinity for the sea. Long ago,
it is said, some returned to its watery embrace
and live beneath the waves to this
day. Others believe the sea kin
came into being through
the intermingling of
seallike fey or magical
hybridization, since they
display traits found in mammals that live in watery environments.
Sea kin live in shoals and coral reefs adjacent to the shore,
although rumors persist of colonies that have taken to the
open sea. Sea kin towns are wondrous to behold, existing
in harmony with the rise and ebb of the tide as it flows
through their homes. As might be expected, sea kin have
a deep, almost mystical understanding of the ocean, and
they do whatever they can to protect it from harm.
Personality: Sea kin are relatively shy beings who prefer
their own kind. However, they live close to (or within)
human, elf, and other societies and have learned to integrate
themselves as much as they can. Some act as mediators
between humans and various aquatic species.
The social shyness of the race is countered by its intense
curiosity. New people and experiences intrigue sea kin.
Quiet and observant, sea kin prefer to watch events from
afar before coming closer to investigate. The same applies to
their relationships with others, and it may take considerable
time for another being to gain the trust of a sea kin.
On the whole, sea kin are positive and upbeat, and they
live life with gusto. They are relatively unsophisticated and
often confused by the social complexities of the landbound
races. Sea kin delight in natural beauty but are also drawn
to the creations of other races, particularly treasuring items
that are both practical and aesthetically
appealing. For this reason,
sea kin are not interested
in the
acquisition
of gold or
riches for
the
sake of wealth, but they yearn to possess items that they
find beautiful.
Physical Description: To a casual observer, a sea kin
looks like a regular human. On closer examination, however,
the differences between the races become more apparent.
The skin of sea kin is slightly shiny and slippery; it exudes a
protective layer of oil that keeps them warm as well as helping
them move through water. The hands and feet of sea kin
are longer than those of a human and have tough webbing
between their fingers and toes. Sea kin eyes are pitch black
and have a secondary transparent eyelid that allows them
to see unhindered underwater. Their hair is either pitch
black or a metallic hue - shining silver, glimmering gold,
or tawny copper. The most disturbing aspect of sea kin is
their mouths, which can open wider than a human's and
are filled with small, needle-sharp fangs suited for tearing
apart food rather than chewing it.
Sea kin wear clothing made from natural elements,
particularly seaweed, although they love clothes made
by humans and other land-dwelling races. Because they
spend a large amount of time on land, sea kin carry weapons
and equipment similar to that used by land-dwelling
humanoids.
Relations: Sea kin get along with most aquatic races,
and they maintain alliances with merfolk and locathah
communities. They distrust tritons, who view other races
with a slight xenophobic attitude anyway. Sahuagin prey on
lone sea kin who stray too far from the safety of their shoals,
and as a result the two races have been bitter enemies for as
long as either race can remember.
Sea kin enjoy the company of humans; some communities
of mixed sea kin and humans have lived in harmony for
generations. However, in greedy, suspicious, or just plain
evil human societies, sea kin are viewed as competitors for
resources and as impediments to waterborne travel. Sea kin
prefer leaving for safer waters when conflict seems likely,
but the most tenacious of them might stay to fight what
they consider to be intolerance or unrestrained cruelty.
Sea kin surround themselves with creatures of the sea
such as packs of seals, sea lions, walruses, and similar
creatures, just as humans do with canines and other domesticated
animals that are kept as pets and companions rather
than livestock. As might be expected, sea kin take a dim
view of humans who hunt these creatures, although they
can be made to understand the necessity of slaying the
animals if no other food is available.
Alignment: Sea kin are shy but friendly, and they wish
to get along with their neighbors. They tend toward neutral
good, with a strong sense of community and willingness to
help others. They see their few laws as a way to help bring
order to the tumultuous ocean. Sea kin who live among
humans adopt a more lawful attitude, while those who
live along the untamed shore are much more chaotic and
free-spirited.
Sea Kin Lands: Sea kin build impressive communities
among rocky crags and cliffs. Their dwellings are designed
to be partially underwater at high tide, allowing the waves
to lap across the floor. In some areas, coastal humans and
sea kin have built fully integrated communities friendly to
both species.
Because of the relative scarcity of prime locations in
which to construct their coral homes, sea kin sometimes
inhabit the same territories as aquatic races. In the case of
merfolk and sea elves, this incursion rarely causes problems,
although squabbles can occur when food runs low.
Religion: Sea kin venerate nature, especially as it relates
to the ocean. Those who worship a particular deity are drawn
to Obad-Hai, although sea kin have been known to worship
any of the same deities as the local humans. Those who feel
closer to the sea worship Eadro, a sea deity also venerated
by locathah and merfolk, or Deep Sashelas, an elf undersea
god of knowledge and beauty.
Language: Sea kin speak Common, heavily peppered
with Elven phrases (spoken with a sea elf dialect) and the
occasional word of Aquan. Because sea kin spend so much
time in the water, they write primarily on durable surfaces
such as shell or stone with a florid, liquid script that is very
pleasing to the eye. Sea kin tales are filled with evocative
allegories that relate to their ocean home, and their stories
tend to be long epics with cyclical themes. Sea kin who
are more isolated become fluent in Aquan, the language of
aquatic creatures.
Names: Sea kin have strict guidelines about how names
are granted to newborns. A male child must take the name
of his great-great-grandfather, while a female must follow
the same tradition on the maternal side. New names are
imports, added when sea folk encounter an individual who
greatly impresses them and who has aided the sea kin in
some grand fashion. For this reason, linguists note more
than a few elf and halfling names among sea kin communities.
Orc, dwarf, and gnome names are almost entirely
absent, indicating that either sea kin hold these beings in
poor regard or they simply haven't had enough contact with
those races to warrant the inclusion of names from their
languages.
Male Names: Darrius, Eemel, Marriton, Oskil, Phen,
Rokar.
Female Names: Ammera, Evaa, Lilellia, Sorras, Talisera,
Veras.
Adventurers: Sea kin generally prefer to stick close to
the safety of their coral homes, occasionally trading with
nearby land-dwelling people. That said, sea kin also have
a strong sense of curiosity, and some individuals become
adventurers out of sheer inquisitiveness. Other sea kin turn
to adventuring after a particularly violent encounter with
a dangerous race, becoming obsessed with hunting down
those enemies.
Because of their understanding of the natural ebb and
flow of the sea and the seasons, sea kin are drawn to the
path of the druid, and many display an affinity for nature
magic, particularly that associated with water, wind, and
sea. Sea kin warriors are tough, persistent fighters who have
few qualms about tackling their enemies head on.
SEA KIN RACIAL TRAITS
-
Humanoid (human): Sea kin are humanoid creatures
with the human subtype.
-
Medium: As Medium creatures, sea kin have no bonuses
or penalties due to size.
-
Sea kin base land speed is 30 feet. Their base swim speed
is 30 feet.
-
Low-Light Vision: Sea kin can see twice as far as a human
in starlight, moonlight, and similar conditions of poor
illumination. They retain the ability to distinguish color
and detail under these conditions.
-
4 extra skill points at 1st level and 1 extra skill point at
each additional level: Sea kin (like their human ancestors)
are versatile and capable. (The 4 skill points at 1st level
are added on as a bonus, not multiplied in.)
-
+2 racial bonus on Escape Artist checks: Sea kin naturally
secrete a slippery oil to facilitate swimming. This secretion
also makes it easy for them to slip out of restraints.
-
Hold Breath (Ex): A sea kin can hold his breath for a
number of rounds equal to 8 × his Constitution score
before he risks drowning.
-
Weapon Familiarity: Sea kin treat tridents and nets as
simple weapons.
-
Water Dependency: A sea kin must immerse his entire
body in water at least once a week or suffer ill effects.
After a week has passed, a sea kin must make a Constitution
check every day thereafter (DC 10 + 1 per additional
day) or take 1 point of Constitution damage. Once a sea
kin immerses his body in water, he immediately regains
1d4 points of Constitution per hour that he remains
in water.
-
Automatic Language: Common. Bonus Languages: Aquan,
Elven, and Sahuagin.
-
Favored Class: Druid. A multiclass sea kin's druid class
does not count when determining whether he takes an
experience point penalty for multiclassing.
SHARAKIM
Humans assume that all orcs are the same - ugly, brutish,
violent, and determined to kill anyone who stands in their
path. These suppositions rarely prove false. But even orcs
display variation within the species, and one group in
particular stands apart from all others.
The sharakim (the name means "the tainted" or "those
with taint" in an old human dialect) were once human. At
least, their forebears were. Legends claim that, long
ago, all humans resided in the village of Desh. They
lived peacefully until a hunter named Sharak killed
a sacred stag, and all those who ate of the stag's flesh
became ill. Many died, but others were transformed,
twisted into hideous caricatures of humanity by the
evil they had committed. The humans who escaped
the curse scattered, leaving Desh to be lost forever.
Those creatures who had once been human gathered
together and fled as well, making their own way in the
world but forever after hated by humans because they
stood as a reminder of that sin. These became
the sharakim.
Sharakim live in small villages and towns.
They are comfortable in hills and mountains,
especially places that feature long shadows and
high cliffs on every side. They are eager for
outside contact, and thus settle close to other
races. They make frequent forays to nearby
towns and encourage their neighbors to visit
them, whereupon they take the part of lavish
hosts. Sharakim spend their waking hours
fighting the impression people assume based
on their appearance; only in the privacy of
their own homes do they relax and gather their
thoughts.
Personality: Sharakim learn from early childhood
that they were created from sin, and that others believe
their existence is a curse upon the world. This knowledge
makes them sullen when they are alone, and eager to
please when they are with other races. Humans compare
them to puppies, which hate to be alone and accept any
treatment because it means attention. Sharakim despise
other orcs, seeing them as examples of what they could
have become, and they make every effort to distinguish
themselves from those monsters. They bathe frequently
and are fastidious about their clothing and manners. They
learn to speak Common and strive to pronounce the words
without an accent, which is difficult because of their
tusks. Sharakim villages are models of tidiness and
order, each house carefully placed in relation to
its neighbors, and each one kept spotlessly clean.
Sharakim strive to better themselves individually,
constantly improving their knowledge and skills to make
themselves worthy of social interaction.
Physical Description: Sharakim stand between 5 feet
and 6 feet tall and weigh 140 to 275 pounds. Their skin
ranges from light gray to coal black; their hair is thick but
not coarse, and such a deep black it seems almost blue,
though some sharakim sport silver or white streaks. They
usually have either jet-black or slate-gray eyes, and more
rarely eyes of dark blue or dark green. Small, curved horns
protrude from both temples, and their lower canines are
sharp tusks that jut up past their upper lips. Sharakim noses
are usually short and snubbed, with wide nostrils.
Sharakim dress as well as their circumstances allow, to
distinguish themselves from orcs. They prefer finely made
shirts and pants, with soft leather boots and gloves. Many
wear hats with broad brims, pulled low to cover their horns,
while others prefer cloaks with deep hoods. Sharakim keep
their thick fingernails trimmed, and their tusks and horns
polished. They decorate their horns and tusks, carving
them like ivory, capping them with precious metals, or even
imbedding gems in them. Their hair is braided or pulled
back and held by a fine metal clip. Sharakim hate to expose
their feet and hands, because both are oversized and feature
thick, talonlike nails.
Relations: Sharakim go out of their way to ingratiate
themselves with other races. They greet anyone they meet
openly and cheerfully, often in the stranger's native language.
Gnomes have the easiest time adjusting to sharakim,
being able to look past their appearance and admire their
drive and education, and the two races often live near one
another, visiting to trade information and goods. Halflings
admire the determination of sharakim but still feel uncomfortable
around them, and become shy in their presence.
Elves and dwarves do not trust the sharakim, proclaiming
that an orc in fancy clothes is still an orc. They cannot deny
the race's intelligence and refinement, but they still suspect
a sinister motive behind the civilized behavior. Humans
find themselves torn in their reactions - the sharakim look
like orcs, but they act completely human. Human merchants
happily do business with sharakim, but priests suspect
darker intentions behind their eagerness, and fighters prefer
not to trust them as comrades in battle.
Alignment: Sharakim love rules, because they like to
show that they can understand and obey such strictures.
They strive to be generous and helpful, making lawful
good their most common alignment. Some sharakim lean
toward neutrality, and a few are actively chaotic, preferring
an individual approach to a mandated path.
Sharakim Lands: Sharakim live in villages nestled
among high hills or low mountains. They prefer the protection
of cliffs around them, but they also like to be close to
other races, so their homes are usually no more than a few
days' travel from a human or gnome village. Sharakim do
not like open water, preferring to avoid settlements located
next to rivers or lakes.
Sharakim can be found in large human cities, where they
delight in the number of people present and in the chance
to mingle with everyone openly. They purchase homes
and redecorate them, creating elaborate carvings on door
frames and columns and hanging intricate tapestries on
the walls. Sharakim are known as excellent hosts no matter
where they live, because their homes are always luxurious
and well maintained, and because they go out of their way
to make guests comfortable.
Religion: The sharakim have no deity of their own. They
abhor Gruumsh, the god of the orcs, and most do not feel
themselves worthy to pray to any human god. Those who
dare approach a human deity pray to Heironeous, asking
him to look past their twisted exteriors and see the honor
and lawfulness within.
Language: All sharakim speak Common, and most
speak at least one other language, usually Dwarven, Elven,
or Gnome. Though a few sharakim learn Orc - the better to
understand their enemies - they will not speak Orc under
any circumstances, and nothing written in that language
is allowed in their homes.
Sharakim love to read. They collect books in a variety
of languages, and many who live in cities become booksellers.
Names: Sharakim prefer to take either human names or
names that fit with the society around them. They love long
names, since short names seem brutish - sharakim never
use an abbreviation of anyone's name, and they insist that
friends and business partners use their full names as well.
A sharakim's last name is his clan name, and his given name
is of human derivation. A sharakim is named at birth, but
when he reaches adulthood his elders select a new name
for him, one that fits his personality and talents. Sharakim
keep their birth name as a middle name. Sometimes a
sharakim adds a third name once he is older and settled
in a particular business; then his adult name becomes his
first middle name, and the birth name remains as a second
middle name.
Male Names: Alastair, Benjamin, Carrington, Daniel,
Malcolm, Nathaniel, Reginald, Winchester.
Female Names: Aurora, Bedelia, Christina, Clarissa,
Elizabeth, Margaret, Winnifred.
Clan Names: Andromar, Barechian, Helefern, Lochlaman,
Malendik, Norferat, Sarekar.
Adventurers: Every sharakim feels he has to prove his
worth, both to himself and to others. He strives to show
that he is as smart, as noble, as honorable, and as skilled as
any human or dwarf or elf, because he believes this effort
will win their respect. Most sharakim, upon reaching adulthood,
leave their villages to go adventuring. This allows
them to encounter strangers, make new friends, and hone
their skills. Earning riches is less important than winning
renown, and a sharakim who is immortalized in song is the
pride of his clan.
SHARAKIM RACIAL TRAITS
-
+2 Strength, -2 Dexterity, +2 Intelligence, -2 Charisma:
Sharakim are naturally strong but their size makes them
clumsy. Their monstrous appearance works against them
in social settings, but their culture forces them to be well
educated.
-
Humanoid (human): Sharakim are humanoid creatures
with the human subtype.
-
Medium: As Medium creatures, sharakim have no special
bonuses or penalties due to size.
-
Sharakim base land speed is 30 feet.
-
Darkvision: Sharakim can see in the dark out to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and sharakim can function just fine
with no light at all.
-
+1 natural armor bonus: Sharakim skin is tough and
difficult to pierce.
-
Shadow Affinity (Ex): Sharakim are born to darkness,
and despite their claims they operate best in night and
shadow. In areas of darkness or shadowy illumination, a
sharakim gains a +2 racial bonus on Hide, Move Silently,
Search, and Spot checks.
-
Light Sensitivity (Ex): Sharakim take a -1 penalty to
attack rolls in bright sunlight or within the radius
of a daylight spell.
-
+1 racial bonus on attack rolls against orcs
(including half-orcs): Sharakim despise orcs,
and learn special combat techniques that enable
them to fight them more effectively.
-
Automatic Language: Common. Bonus Languages:
Dwarven, Elven, Gnome, and
Orc.
-
Favored Class: Wizard. A multiclass
sharakim's wizard class does
not count when determining
whether he takes an experience
point penalty for multiclassing.
-
Level adjustment +1.
SKULKS
Once members of an underprivileged
caste of an ancient empire, the humans
who would become skulks withdrew
from the world through a magical ceremony
that solidified their "untouchable"
status. The ritual granted them natural
camouflage, allowing skulks to blend in
perfectly with their surroundings.
Skulks gather in small bands within or
near human communities. When night falls,
they engage in raids that result in bloodshed
as the skulks' innate hatred for humans
manifests itself in murderous rage. They use
ambush, deception, and superior numbers
to overwhelm their victims.
Personality: Skulks are angry, violent
creatures who harbor jealous hatred for
all beings more fortunate than them (which
includes just about everyone). They have a powerful
self-preservation instinct, often mistaken
for cowardice, that keeps them to the shadows.
They have little regard even for their own people,
and skulk mothers have been known to abandon
their own young if it meant protecting their
own skin.
Physical Description: Skulks stand between 5 feet and
6 feet tall and weigh 120 to 180 pounds. They are completely
hairless and wear little or no clothing. It is difficult to
determine, at first glance, whether a skulk is male or female.
Their skin is usually dull gray, but an individual can
change its color on a whim, from a subdued brown to a
lurid red or yellow. Skulks are capable of assuming
any "natural" human flesh tone to better blend
in. They have pupilless blue eyes, regardless of
their skin coloration.
Relations: Skulks typically hate all humanoid
races, but display particular viciousness
toward their human forebears. Even those
skulks who aren't evil don't usually trust
other races, remaining on the outskirts of
civilization rather than trying to integrate
themselves.
Alignment: Naturally violent and cruel,
skulks tend toward chaos and evil, though a
few manage to avoid these tendencies. Good
skulks are outcasts even among their own
people, and lawful skulks are extraordinarily rare
(but can become leaders among their race).
Skulk Lands: Skulks have no lands of their
own, instead living near or within human
towns and cities. They are parasitic in
nature, living off what they can scrounge
or steal. Particularly bold skulks even live
among humans for short periods of time, using
disguise and subterfuge to survive.
Religion: Skulks typically worship deities
devoted to evil, deception, treachery, and
murder. Nerull and Vecna find numerous
worshipers among the skulks. Nonevil skulks
venerate deities such as Boccob or Olidammara.
Their most revered deity is the god Syrul, a neutral
evil god of lies, deceit, treachery, and false
promises. Her domains are Evil, Knowledge, and
Trickery, and her favored weapon is the dagger.
Language: Skulks speak a bastardized version
of Common, rife with words and concepts from
long-dead human cultures. They can
understand speakers of Common, and
vice versa.
Names: Skulk names are typically
simple, one- or two-syllable monikers.
They avoid harsh, sibilant sounds (such as f, s, or x), the
better to signal their allies quietly. Skulks do not recognize
any ties to family or clan, and thus rarely use anything more
than a single name.
Male Names: Hadan, Krem, Lar, Lorrid, Mullev.
Female Names: Adal, Ev, Ilen, Olleg, Udge.
Adventurers: Skulks who are brave enough to leave
their people are rare, but can prove effective adventurers.
Skulk adventurers, however, are outcasts from their
coterie, forced into a life of danger by necessity rather
than choice. In any case, skulk adventurers are most often
rogues, fighters, or barbarians. Skulk bards who overcome
the race's naturally insensitive personality can become
exceptional spies.
SKULK RACIAL TRAITS
-
+4 Dexterity, -2 Wisdom, -4 Charisma: Skulks are
agile and graceful, but have weak wills and subdued
personalities.
-
Humanoid (human): Skulks are humanoid creatures with
the human subtype.
-
Medium: As Medium creatures, skulks have no special
bonuses or penalties due to size.
-
Skulk base land speed is 30 feet.
-
Racial Hit Dice: A skulk begins with two levels of
humanoid, which provide 2d8 Hit Dice, a base attack
bonus of +1, and base saving throw bonuses of Fort +0,
Ref +3, and Will +0.
-
Racial Skills: A skulk's humanoid levels give it skill points
equal to 5 × (2 + Int modifier). Its class skills are Hide
(Dex) and Move Silently (Dex).
-
Racial Feats: A skulk's humanoid levels give it one feat.
-
+8 racial bonus on Move Silently checks and a +15 racial
bonus on Hide checks: Skulks excel at keeping to the
shadows. These bonuses apply only when a skulk is wearing
light armor or no armor.
-
Innate Nondetection (Su): Skulks are difficult to detect
by divination spells such as clairaudience/clairvoyance,
locate creature, detect spells, and items such as a crystal
ball. If a divination is attempted upon a skulk, the caster
of the divination must succeed on a DC 20 caster level
check.
-
Peerless Camouflage (Ex): Skulks can move at full speed
(and can even run) while hiding, taking no penalties on
Hide checks due to movement.
-
Trackless Path (Ex): The DC of any Survival check to
follow the trail of a skulk is increased by 10.
-
Automatic Language: Common. Bonus Languages:
Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
-
Favored Class: Rogue. A multiclass skulk's rogue class
does not count when determining whether he takes an
experience point penalty for multiclassing.
-
Level adjustment +1.
TIEFLINGS
A tiefling is the descendant
of a union between an infernal
creature and a human.
Shunned and maligned
by the world at large, tieflings
maintain a low profile
and make their livings as
spies, thieves, assassins, or
smugglers. Few find the
"legitimate" world very
appealing, and instead they
blossom in the seedier side
of society.
Tieflings are diametrically
opposed to aasimars, and the two have
found themselves innately at
odds for untold generations.
Some tieflings serve as mere
soldiers for the dark powers,
while others devise their own
selfish goals, seeing cooperation
with infernal beings for
mutual benefit.
Personality: Tieflings have
a well-deserved reputation
for being conniving, sneaky,
and underhanded. They are
universally self-serving and
only look out for number one.
Some take their evil nature
to an extreme and become
champions of woe, despair,
and violence. Most tieflings,
however, prefer
to skulk behind the
scenes, using deceit and
surprise as their primary
weapons.
In rare instances, a tiefling fights her natural impulses
toward evil and strives to do good (or at least not to cause
harm). These repentant beings face persecution and mistrust
from others of their kind.
Physical Description: Tieflings appear human at a
glance, although they all possess at least one unnatural
feature that reveals their infernal heritage. At the least,
tieflings have a disturbing demeanor or carry a whiff of
brimstone about them, but most also possess small horns,
red eyes, or needle-sharp teeth. In extreme cases, a tiefling
may have a barbed tail or cloven feet. No two tieflings have
the same appearance.
Relations: Tieflings are universally reviled by members
of almost every other race, good or evil. Most are persecuted
and cast out from society when their true nature
is revealed. In such a case, the outcast takes to the wild,
dons a disguise, or, more
commonly, works herself
into a position of
power and authority
so that she can make
her own rules. Tieflings
find easier acceptance
among evil races such as
orcs, goblins, and gnolls,
but only if they prove
their own strength and
power. As a result of this
relentless rejection, tieflings
view other races
as nothing more than
chattel or pawns in their
convoluted schemes.
Alignment: Due to
their infernal blood,
almost all tieflings are
evil. Whether rapacious
and chaotic, self-serving
and subtle, or adhering to
a twisted and rigid sense
of honor and lawfulness,
few tieflings escape the
taint in their blood that
bids them toward evil.
Tiefling Lands: Like
other planetouched
creatures, tieflings are
too few in number
to claim their own
lands. However,
they can be found
almost anywhere,
particularly in evil
and lawless lands
where their lack of scruples is an asset. Tieflings typically
crave power, preferring to pull strings from the shadows
rather than rise to overt positions of authority.
Religion: Most tieflings are too consumed by their own
agenda to pay attention to religion. Those who choose to
worship are devoutly dedicated to dark and infernal powers
such as Hextor, Nerull, and Wee Jas.
Language: Like aasimars, tieflings are largely raised
among humans and speak Common as their primary
language. The Infernal tongue comes naturally to them;
some parents of tieflings have been horrified when their
child's first words sounded as if they had emerged from the
Abyss. Tieflings learn several different languages during
their wandering travels.
Names: Most tieflings have human names, although
one may acquire an infernal-sounding name, especially if
raised by parents who accepted the taint of their offspring.
Some tieflings take on multiple names and switch aliases
numerous times during their lives to help them from being
hunted down.
Male Names: Gooruth, Kharkuk, Mexil, Takkak, Veximitron,
Zarek.
Female Names: Cherrakia, Keberii, Seshra, Shalim,
Nessis, Ventera.
Adventurers: Subtle and devious, tieflings are natural
rogues, striking from the shadows and manipulating the
weak minded. Tieflings devoted to a dark deity become
clerics. Martial tieflings become fighters or rangers,
choosing humans and other good races as their favored
enemies. Their naturally poor Charisma hinders most
tieflings in learning the bardic arts, though a few are
attracted to the idea of entertaining and thereby manipulating
others.
TIEFLING RACIAL TRAITS
-
+2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings'
infernal heritage grants them quickness and cleverness,
but others find their sinister aura unsettling.
-
Outsider (native): Tieflings are outsiders who are native to
the Material Plane. Unlike true outsiders, native outsiders
need to eat and sleep.
-
Medium: As Medium creatures, tieflings have no special
bonuses or penalties due to size.
-
Tiefling base land speed is 30 feet.
-
Darkvision: Tieflings can see in the dark out to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and tieflings can function just fine
with no light at all.
-
+2 racial bonus on Bluff and Hide checks: Tieflings are
deceptive and stealthy.
-
Darkness (Sp): A tiefling can use darkness once per day as
a 1st-level caster or a caster of her class level, whichever
is higher.
-
Automatic Languages: Common and Infernal. Bonus
Languages: Draconic, Dwarven, Elven, Gnome, Goblin,
Halfling, and Orc.
-
Favored Class: Rogue. A multiclass tiefling's rogue class
does not count when determining whether she takes an
experience point penalty for multiclassing.
-
Level adjustment +1.
UNDERFOLK
The underfolk are descendants of bands of humans who
chose - or were forced - to live in the caves and twisting
passageways of the underground world. Over generations,
these humans adapted to this strange world, filled with
natural wonders and dangerous creatures. Some underfolk
societies have not ventured to the surface in generations,
and others have forgotten their true origins altogether.
However, those who live close to the caves that give entry
to the underground realms make occasional forays to the
surface and even engage in limited trade with surfacedwelling
humans.
Underfolk are a simple, clannish people dedicated to their
homes and the safety of their race. Because of the multitude
of evil and predatory races and creatures in the caves and
tunnels they call home, underfolk have become quick,
stealthy, and survival-oriented. Although rather primitive
and rustic when it comes to technology, underfolk make up
for this lack with a superior knowledge of how to survive
beneath ground, although even they avoid the deepest
depths of the subterranean realms.
Personality: Underfolk are insular and focused on
their tribe's well-being. They can be mildly xenophobic
and suspicious of strangers, although they become deeply
loyal to those who are true to their word and prove their
worth. While not as bound to their grudges as dwarves
are, underfolk nevertheless take oaths very seriously and
immediately sever ties with any being who lies or otherwise
deceives them.
Underfolk maintain a deep spiritual connection with
their home and have come to understand the subtle rhythms
of its seasons. They delight in the natural beauty of underground
caves, warrens, and grottos, and do their best to
keep them from harm. Underfolk have a rich oral tradition
and fill their speech with allegories, oaths, and hyperbolic
statements. Unlike those of dwarves, who share a similar
custom, underfolk stories are poetic and rather dreamlike
in quality.
Singing is a favorite pastime among underfolk, and every
individual knows a litany of tunes.
Physical Description: Underfolk are both short and
slight, with builds similar to elves. They typically stand
between 5 and 5-1/2 feet tall, weighing 100 to 150 pounds.
Their eyes and ears are proportionally larger than those of
humans, having evolved to enable underfolk to see in pitch
blackness and make out the quietest sounds. Underfolk
have thick body hair to keep them warm in the chill of their
tunnels, and they wear their typically black or silvery-white
tresses long.
Underfolk depend for survival on their ability to blend
into the surrounding terrain. Their skin has evolved special
pigmentation that can mimic the various rocky hues found
in the underground, allowing them to seemingly disappear
into a nearby wall.
Relations: Underfolk prefer to keep to themselves,
although of necessity tribes try to build goodwill with
friendlier races that live nearby. Underfolk who live close
to the surface have contact with humans, halflings, and the
occasional elf society, and serve as guides for those who want
to plumb the depths of the underground realms. However,
they are shy and suspicious when dealing with surface-dwellers.
Underfolk are decidedly neutral when dealing
with dwarves, because this stout race views underfolk as
primitive and barbaric. Those dwarves who overlook this
prejudice find a kind people who simply want to be left
alone. In turn, underfolk occasionally provide aid to dwarves
when needed, especially when their mutual assistance is
needed to fight against their common foes - drow, orcs,
and the like.
Underfolk are the target of drow, svirfneblin, and kuo-toa
aggression, and they do their best to avoid contact with these
races. However, as hunter-gatherers, underfolk commonly
have to enter their enemies' territory to find enough food to
survive. Also, due to their relative closeness to the surface,
underfolk come into hostile contact with orcs, who have
need of the same caves that the underfolk inhabit.
Alignment: Concerned primarily with their own
survival and the well-being of the tribe, underfolk
remain neutral, with a slight tendency toward good or
lawfulness. Chaotic underfolk are not common, but
are typically relegated to the outskirts of society rather
than driven out entirely, since the tribe's welfare
depends on every individual's efforts. On occasion,
underfolk tribes that live in close contact with
drow or deep gnomes have fallen to evil, after
centuries of warfare, depression, and cynicism
have worn down their sense of justice and
hope.
Underfolk Lands: Underfolk live in the
"shallowest" regions of the underground,
within a mile or so of the surface. Tribes
live in the same territory as orcs, goblins,
drow, and other subterranean dwellers,
but do their best to remain unnoticed. Most
underfolk tribes number between fifty and
one hundred individuals, although larger
tribes exist, including at least a few
"cities" of nearly a thousand people.
Underfolk tribes with a militaristic
bent make forays into orc and goblin
warrens, in an effort to drive those
creatures out of areas they want to
claim for themselves.
Religion: Underfolk are deeply
spiritual and connected closely
with the natural world. Some tribes
brought the memories of the "surface
gods" with them, especially
Obad-Hai. Tribes in close contact with
dwarves or gnomes show a healthy respect for Moradin or
Garl Glittergold.
Language: Underfolk live close enough to the surface
that they still speak a heavily accented version of Common,
with each tribe infusing its speech with phrases from
Dwarven, Gnome, or other languages from nearby races.
Underfolk learn to speak these languages as well, and they
find Undercommon especially useful. Few underfolk bother
to learn how to read, and those who do use Dwarven script
rather than Common.
Names: Underfolk names were originally human, but
have evolved over generations of isolation from humans
and the influx of words from subterranean races. The few
linguists who have studied the simple and guttural underfolk
names see connections with surface cultures that died
out long ago.
Male Names: Baroo, Gungir, Hoornoo, Mettar, Narar,
Turungo.
Female Names: Ahmpa, Bethera, Halla, Noola, Tooloo,
Vema.
Adventurers: Hardy, self-reliant, and fierce in battle,
underfolk commonly become barbarians or rangers.
Because of their tie to the natural world, underfolk
spellcasters are druids or clerics, although wizards
and sorcerers exist among tribes in close contact with
gnomes. Their rich oral history and love of song make
bards a common sight among the underfolk, acting as
liaisons and diplomats between far-flung tribes. Rogues
are uncommon, but they excel in the darkness, slinking
among the stones with quiet grace. Paladin and monk
underfolk are exceedingly rare.
UNDERFOLK RACIAL TRAITS
-
Humanoid (human): Underfolk are humanoid creatures
with the human subtype.
-
Medium: As Medium creatures, underfolk have no special
bonuses or penalties due to size.
-
Underfolk base land speed is 30 feet.
-
Darkvision: Underfolk can see in the dark out to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and underfolk can function just fine
with no light at all.
-
4 extra skill points at 1st level and 1 extra skill point at
each additional level, since underfolk (like their human
ancestors) are versatile and capable. (The 4 skill points at
1st level are added on as a bonus, not multiplied in.)
-
+2 racial bonus on Listen checks: Living as underground
hunters for generations has given underfolk keen
hearing.
-
Weapon Familiarity: Underfolk treat light and heavy
picks as simple weapons rather than martial weapons.
-
Camouflage (Ex): Underfolk can change their skin coloration
at will to mimic the surrounding terrain, giving
them a +4 racial bonus on Hide checks. In rocky terrain,
this bonus increases to +10. This ability works even if an
underfolk is viewed with darkvision, although true seeing
negates the bonus.
-
Light Sensitivity (Ex): Underfolk are dazzled in bright
sunlight or within the radius of a daylight spell.
-
Automatic Language: Common. Bonus Languages: Drow,
Dwarven, Gnome, Goblin, and Orc. Underfolk mingle
with subterranean races and learn their languages to
facilitate interaction.
-
Favored Class: Any. When determining whether a multiclass
underfolk takes an experience point penalty, his
highest-level class does not count.
|