GOLIATHS
Goliaths are massive creatures unafraid of throwing their
weight around in a fight. Highly competitive, these strong
nomads can prove to be powerful allies and welcome additions
to any adventuring party.
Personality: Goliaths are known for their almost foolhardy
daring. In their mountain homes, they leap from
precipice to precipice, heedless of the fatal consequences
of a misstep. They place great stock in clan and family;
life in the mountains teaches even the youngest goliath to
rely completely on his fellows for a hand across a crevasse.
Because most goliaths are hunter-gatherers, they tend to be
inquisitive, always curious about whether better hunting
lies over the next ridge or a good water source can be found
in the next canyon.
Goliaths are completely unsympathetic toward tribe
members who can't contribute to the well-being of the tribe
anymore - an attitude reinforced by social structures. Old,
sick, and otherwise infirm goliaths are exiled from their
clans, never to return.
Physical Description: A typical goliath is larger
than the largest half-orc. Most stand between 7
and 8 feet tall and weigh between 280 and 340
pounds. Unlike with most other races, there is
no appreciable difference in height or weight
between male and female goliaths.
Goliaths have gray skin, mottled
with dark and light patches that goliath
shamans say hint at a particular goliath's
fate. Lithoderms - coin-sized
bone-and-skin growths as hard as
pebbles - speckle their arms, shoulders,
and torso. Their skulls have a
jutting eyebrow ridge, wide jaw,
and occasional lithoderms as
well. Female goliaths have
dark hair on their heads,
grown to great length
and always kept braided.
Male goliaths generally
have hair only on
their limbs. Goliaths'
eyes are a brilliant
blue or green, and
they often seem to
glow a little from
underneath their
furrowed brows.
Because their
skin mottling
has cultural
significance,
goliaths generally
dress as lightly as
possible, displaying their skin patterns for all to see. For the
same reason, few goliaths would willingly get a tattoo - to
draw on one's skin is tantamount to trying to rewrite one's
fate. Goliaths instead decorate themselves with jewelry,
often sporting ear, nose, or brow rings. A goliath's lithoderms
are also common places to embed a gem or two, since
they have few nerve endings and stand out on the goliath's
body already.
Relations: When encountered in the mountains, goliaths
are outwardly friendly to anyone who doesn't threaten
the tribe and can keep up with them as they climb from
peak to peak. Humans who brave the mountains - rangers
and druids, most often - can often earn a tasty meal by helping
a team of goliath hunters.
Goliaths hold dwarves in particularly high regard,
wishing their tribes had the dwarven aptitude for weapon
crafting. Some of the bravest goliaths climb down into the
tunnels and natural caverns under a mountain, seeking a
dwarf community to trade with.
The smaller-than-human races are regarded as curiosities,
but many a nimble-climbing gnome or halfling has earned
respect by beating a goliath in a race up a cliff. Goliaths view
the extended life span of an elf as vaguely frightening, finding
it hard to imagine a person who could have known one's
great-great grandfather.
A goliath tribe's attitude toward any nearby giants varies
widely. Some tribes eagerly trade with giants; the giants'
weapons aren't up to dwarven standards, but they are made
in larger sizes (which goliaths greatly prefer). However,
giants have a bad habit of trying to turn goliaths into their
slaves, using them for menial tasks they're too big or too
lazy to do themselves. Conflict inevitably ensues, and soon
either the giants are dead, the goliaths have fled, or the goliaths
are chained up as slaves to a giant-lord.
Goliaths tend to hold goblinoids and orcs (including half-orcs)
at arm's length, noting that the "downlanders" they
trade with regard such races as troublemakers. But because
goblinoids rarely stray into the high mountains, they are
usually someone else's trouble, so goliaths don't bear them
any actual malice.
Alignment: Goliaths have a slight tendency toward chaotic
alignments, which is reflected in their wanderlust and
the small, mobile communities in which they live. Still, each
goliath tribe has one or more adjudicators that settle disputes
within the clan, and such goliaths are generally lawful. Goliaths
have a slight preference for good over evil, since among the
high mountain peaks, survival becomes much easier when
one aids a fellow goliath without insisting on recompense.
Goliath Lands: Because they don't support large-scale
agriculture or extensive settlements, the mountain ranges
where goliaths live are home to few other intelligent races.
Most tribes of goliaths wander from peak to peak, tending
their goat flocks and foraging for alpine roots and tubers.
Typically, a tribe sets up a temporary village in an alpine
meadow and remains there for a month or two, then moves
on when the season changes or better hunting can be found
elsewhere. Larger tribes tend to follow a similar trail from
year to year, retreating to lower elevations in midwinter and
when they need to trade, then ascending to the highest peaks
once the snow melts.
Some goliaths live at lower altitudes among humans or
other races, most often because their tribe exiled them after
a crime, dispute, or injury. Many a folk tale features a forlorn
goliath working as a farmhand after a failed courtship in
the mountains.
Religion: Kavaki the Ram-Lord is the primary deity of
the goliaths.
As the Chief of All Chiefs, he watches over the goliaths and
their mountain homes. His clerics say that Kavaki created
the goliaths when he found a bush bearing gems in place of
fruit growing atop the highest mountain peak in the world.
When Kavaki plucked gems from the bush, those gems
became the first tribe of goliaths. Kavaki instructs his followers
to seek out the hidden bounty of the mountains and
keep the tribe safe from harm.
Language: For millennia, the goliaths have had only a
spoken tongue, Gol-Kaa, which has only thirteen phonetic
elements: a, e, g, i, k, l, m, n, o, p, u, th, and v. Recently, the goliaths
have picked up the alphabet of the Dwarven language,
though the concept of a written language hasn't spread to all
the tribes yet. Those tribes that have learned the Dwarven
alphabet are busily transcribing the goliaths' vast oral tradition
into carvings, cave paintings, and even books.
Names: Every goliath has three names: a birth name
assigned by the newborn's mother and father, a nickname
or honorific assigned by the tribal chief, and a family or clan
name. The birth name tends to be short - often only a syllable
or two - but the clan names often have five syllables or
more and always end in a vowel.
The honorific isn't a traditional name so much as it is
a descriptive nickname, often a two-part sobriquet. The
honorific can change at the whim of the tribal chief,
whether because a particular goliath did something useful
for the tribe (earning an honorific such as "Highclimber" or
"Nighthunter") or as punishment for failure (a middle name
such as "Latesleeper" or "Wanderslost"). Goliaths who have
been exiled from their tribe generally carry a middle name
that reflects their status, such as "Solitary" or "Kinless."
Some specific roles within the tribe, such as lorekeeper or
shaman (described in the Society and Culture section later
in this chapter), have honorifics attached to them as well.
When introducing themselves for the first time, goliaths
always use the first name/honorific/family name construction,
translating the honorific into the listener's language if
possible. Thereafter, they refer to themselves and each other
by the honorific alone. Goliaths traveling among other races
sometimes assign honorifics to their comrades rather than
use their given names.
Male Names: Aukan, Eglath, Gauthak, Ilikan, Keothi,
Lo-Kag, Maveith, Meavoi, Thotham, Vimak.
Female Names: Gae-Al, Kuori, Manneo, Nalla, Orilo,
Paavu, Pethani, Thalai, Uthal, Vaunea.
Honorifics: Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver,
Keeneye, Lonehunter, Longleaper, Rootsmasher,
Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned,
Twistedlimb, Wordpainter.
Family Names: Anakalathai, Elanithino, Gathakanathi,
Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga,
Thunukalathi, Vaimei-Laga.
Adventurers: Traditionally, the only goliaths to become
adventurers are those exiled (voluntarily or other wise)
from the goliath tribes high in the mountains. However,
since some goliath tribes spend more time with "downlanders,"
especially the dwarves, it's becoming more common
for a tribe to send a particularly competent goliath on a
mission that aids the tribe or goliaths in general. Once
they descend from their mountain homes, most goliaths
find the lowlands fascinating, although they are generally
on their guard against "downland tricksters." The
same wanderlust that keeps goliath tribes moving often
keeps a lone goliath among humans for far longer than he
originally intended.
GOLIATH RACIAL TRAITS
-
+4 Strength, -2 Dexterity, +2 Constitution: Goliaths are
massively muscled, but their bulk sometimes gets in the
way when they're trying to be nimble.
-
Monstrous Humanoid: As monstrous humanoids, goliaths
are proficient with all simple weapons, but they have
no proficiency with any armor or shield.
-
Medium: As Medium creatures, goliaths have no special
bonuses or penalties due to their size. However, see the
powerful build ability description below for more details.
-
Goliath base land speed is 30 feet.
-
Powerful Build: The physical stature of a goliath lets him
function in many ways as if he were one size category
larger. Whenever a goliath is subject to a size modifier
or special size modifier for an opposed check (such as
during grapple checks, bull rush attempts, and trip
attempts), the goliath is treated as one size larger if doing
so is advantageous to him. A goliath is also considered to
be one size larger when determining whether a creature's
special attacks based on size (such as improved grab or
swallow whole) can affect him. A goliath can use weapons
designed for a creature one size larger without penalty.
However, his space and reach remain those of a creature
of his actual size. The benefits of this racial trait stack
with the effects of powers, abilities, and spells that change
the subject's size category.
-
Mountain Movement: Because goliaths practically live
on the ledges and cliffs of the most forbidding mountains,
they are particularly adept at negotiating mountain
hazards. Goliaths can make standing long jumps and
high jumps as if they were running long jumps and high
jumps. A goliath can engage in accelerated climbing
(climbing half his speed as a move action) without taking
the -5 penalty on the Climb check.
-
Acclimated: Goliaths are automatically acclimated to
life at high altitude. They don't take the penalties for
altitude described in the Mountain Travel section. Unlike
other denizens of the mountains, goliaths don't lose their
acclimation to high altitude even if they spend a long time
at a lower elevation.
-
+2 bonus on Sense Motive checks: When speaking to one
another, goliaths tend to augment their verbal communication
with subtle body language. They are likewise able
to "read" the unintentional body language of others.
-
Automatic Languages: Common and Gol-Kaa. Bonus
Languages: Dwarven, Giant, Gnoll, Terran.
-
Favored Class: Barbarian. A multiclass goliath's barbarian
class does not count when determining whether he takes
an experience point penalty. The
tribal life of the goliaths produces many barbarians.
-
Level Adjustment: +1.
CHAOS GNOMES
Infused with the spirit of chaos, these gnomes are energetic,
flamboyant, and charismatic. They exude a restless,
inspirational energy and seldom rest. They also possess
uncanny luck and have great talent as sorcerers. Colorful
cousins of standard gnomes, they are adventurous;
even the most staid among them is prone to wander.
Although commonly referred to as chaos gnomes, these
precocious humanoids also call themselves "imago" (singular
and plural).
Although some find chaos gnomes' energy and recklessness
off-putting, none doubt their power as sorcerers. With
their powerful racial ability to bring a touch of chaos to
their spellcasting, spellcasting imago often become known
as chaos mystics.
Personality: Chaos gnomes find probability, chance,
and randomness extremely fascinating. Although many
individuals of other races consider them slightly mad,
chaos gnomes can at times be brilliant, making intuitive
leaps to accurate conclusions that might elude the
brightest thinkers of other races. They have a great sense
of humor, finding amusement in many aspects of life.
Unlike other gnomes, however, chaos gnomes are seldom
tricksters or pranksters.
Chaos gnomes have a great love of arcane magic, and they
often develop sorcerous talents. Although they appreciate
divine magic for its power and utility, they rarely remain
devoted to one deity or philosophy long enough to develop
significant divine spellcasting abilities.
Many find these free-spirited gnomes engaging, and
more serious or stoic individuals often form great friendships
with chaos gnomes. Chaos gnomes enjoy such relationships
as well, finding a natural foil for their own chaotic
nature in the serious demeanors of their friends.
Physical Description: Chaos gnomes stand 3 to 3-1/2
feet tall, much like other gnomes. They have the same
slight build and trim appearance that other gnomes favor,
but their coloring differs wildly. Chaos gnomes have bright
red, blue, green, or violet eyes, and their eyes change in hue
and brightness depending on their mood - from bright red
when angry or excited to dull green or blue when bored or
disappointed. They have similarly bright hair color, ranging
from vivid red to blond.
Chaos gnomes favor bright colors in their clothing, particularly
reds and oranges. They decorate their clothing
with seemingly random bead patterns.
Relations: Chaos gnomes get along well with members
of most races, but they find it especially easy to relate
to other gnomes. They are at ease with the free-spirited
elves, and they enjoy the halflings' nomadic lifestyle.
Dwarves have a difficult time getting along with chaos
gnomes. Dwarves respect other gnomes for
their inventiveness and skill with mechanical
objects, but chaos gnomes are simply too
likely to break rules, laws, or customs
for dwarves to tolerate them for long.
Perhaps surprisingly, half-orcs get
along well with chaos gnomes. The
gnomes are seldom concerned with
a half-orc's parentage, so their communities
seem particularly accommodating
and open to half-orcs who have had
difficulty finding acceptance by
other races.
Alignment: Chaos gnomes, as
their name suggests, are naturally
inclined toward chaos. Although
they are flighty even by the standards
of other gnomes, they are good-hearted
like most of their kindred.
Chaos gnomes value freedom, which is
the one cause or ideal that can always hold
their attention.
Chaos Gnome Lands: Chaos gnomes
thrive anywhere, and since they are not
numerous, they often dwell with or near
other gnomes for protection. Chaos
gnomes are not the wanderers that halflings
are, but neither are their communities
as permanent as those of most other
races. Typically, a few chaos gnome
families decide to settle in a pleasant
area and begin building a
community. Within a few years, the
area will be a small but bustling chaos
gnome town. After about a decade, though,
the gnomes begin to move on, and within two or
three years thereafter, the area is likely devoid of chaos
gnome inhabitants.
Religion: Chaos gnomes rarely take a serious religious
stance - they join a church for as long as it suits their
fancy and then move to another when worship grows
dull or troublesome. Chaos gnomes are more serious
about the worship of Garl Glittergold than of any other
deity, but even he cannot hold their attention or devotion
for long.
Language: Chaos gnomes speak Gnome. They enjoy
learning different languages, and they often pull expressions
and words from other languages into their own.
Names: Chaos gnomes love names, and most have at
least a half dozen. A chaos gnome is given a name by her
parents, but she usually uses it only for the first ten years
or so of her life. By that time, a chaos gnome usually feels
ready to pick her own name. This first name choice is as
serious a tradition as any that exists in chaos gnome culture,
and an individual uses this name for up to six or seven
years before changing it again. After this second name
change, a chaos gnome chooses a new name whenever she
feels so inclined, many times just adopting a word or words
that she likes.
Male Names: Aidien, Doolian, Chainion, Pellia, Rookinoniak,
Zingnoff.
Female Names: Gonnynock, Pella, Tarralin, Zernaelian.
Family Names: Chebwith, Kalliess, Nornock,
Parrington, Smothings.
Adventurers: Like their more common kindred,
chaos gnomes are curious and impulsive.
Most chaos gnomes adventure to see the world.
Their nearly insatiable love of new and different
sights and experiences drives many chaos
gnomes to wander for a good portion of their
youth. Older chaos gnomes are even likely
to accompany their children on their
first significant travels.
-
+2 Dexterity, +2 Constitution, +2 Charisma,
-2 Strength: Chaos gnomes are agile and share
the typical gnome toughness. Many find their
spontaneity compelling, but they are Small and
therefore not as strong as other humanoids.
-
Small: As a Small creature, a chaos gnome gains
a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Hide
checks, but she uses smaller weapons than
humans use, and her lifting and carrying
limits are three-quarters of those
of a Medium character.
-
Chaos gnome base land speed is 20 feet.
-
Low-Light Vision: A chaos gnome can see twice as far
as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these
conditions.
-
Weapon Familiarity: Chaos gnomes treat gnome
hooked hammers as martial weapons rather than exotic
weapons.
-
Spell Power: A chaos gnome's effective caster level when
casting spells with the chaos descriptor increases by 1.
This increase applies when determining level-dependent
spell variables and on caster level checks, and it stacks
with other spell power abilities, such as from the hierophant
prestige class.
-
+4 dodge bonus to Armor Class against monsters of
the giant type: This bonus represents special training
that chaos gnomes undergo, during which they
learn tricks that previous generations developed in
their battles with giants. Any time a creature loses
its Dexterity bonus to Armor Class, it loses its dodge
bonus, too.
-
+2 racial bonus on Listen checks: Chaos
gnomes have keen ears.
-
Luck of Chaos (Ex): Once per day, a
chaos gnome can reroll one
roll that she has just made
before the Dungeon Master
declares whether the roll
results in success or failure. The
character must take the result of
the reroll, even if it's worse than
the original roll.
-
Immunity to confusion effects.
-
Spell-Like Abilities: 1/day -
entropic shield. A chaos gnome
with a Charisma score of at least
10 has the following spell-like
abilities: 1/day - daze, flare,
prestidigitation. Caster level 1st;
save DC 10 + chaos gnome's Cha
modifier + spell level.
-
Automatic Languages: Common
and Gnome. Bonus Languages:
any.
-
Favored Class: Sorcerer. A multiclass
chaos gnome's sorcerer
class does not count
when determining
whether she
takes an experience
point
pen alty for
multi classing.
Many chaos
gnomes are multiclass
sorcerer/clerics with the
Luck domain.
-
Level Adjustment: +1.
DREAM DWARVES
Dream dwarves feel the hills slumber beneath them. They
see the world as a resting giant of inestimable power, and
they are caught in the dreaming. While other dwarves shape
metal and stone, dream dwarves contemplate and meditate.
Wise and cautious, they understand nature in a way at once
similar to and wholly alien to the understanding of druids
and shamans of other races.
Dream dwarves share a sort of collective subconscious
with the world around them, a phenomenon they call the
earth dream. The earth dream shapes many aspects of a
dream dwarf's life, and no discussion of dream dwarves
can be complete without at least some understanding of the
earth dream. The earth dream is a powerful force, and members
of other races can occasionally feel its pull and become
earth dreamers.
Personality: Dream dwarves have little of the natural
craftsmanship of other dwarves, and they instead spend
many hours in somber contemplation of the earth dream.
They are inquisitive, and they seek to
supplement the information and
wisdom they gain from the earth
dream with personal experience.
To those who don't know them well,
dream dwarves can seem shy or wary,
but in truth they are merely reserved;
they are more likely to utter one carefully
chosen phrase than engage in a
prolonged discussion.
Physical Description: Dream dwarves
stand about 4 feet tall and weigh about
10 to 15 pounds less than a typical dwarf.
Their skin color ranges from dark gray
to deep brown, and their hair is dark
brown or black. They have pale eyes,
usually green or blue in color but with the
occasional lavender or pale red. Dream
dwarves usually decorate their clothing
with abstract symbols that represent
important personal experiences within
the earth dream.
Relations: Dream dwarves get along
well with other dwarves, who look up to
them as shamans and prophets. They also
get along well with gnomes, who share their
love of the earth, and they
even enjoy the company of
halflings and elves. They
are friendly with druids
of any race, sharing
the class's
love of nature
and natural power.
Their silent and mystical
demeanor can cause humans, halfelves,
and half-orcs to think dream dwarves a little
strange, but rarely causes significant problems in relationships
with members of these races.
Alignment: Dream dwarves are most often neutral
good. They share a bond with the earth and the earth
dream, and this bond helps them see the power and
energy inherent in a peaceful life. As a result, most
dream dwarves remain kind and good-hearted even
through adversity, and they value a balance between law
and chaos.
Dream Dwarf Lands: Dream dwarves almost always
build their homes within or near those of other dwarves,
and many members of other races don't even realize that
dream dwarves are a separate subrace. Their homes are often
underground, embodying their love of the earth. Occasionally,
dream dwarves form small, secluded monasteries high
up on a mountainside in an effort to become closer to the
earth dream.
Religion: Although dream dwarves pay homage to Moradin
and the rest of the dwarf pantheon, their primary deity
is the earth itself, as expressed by the collective experience
that dream dwarves call the earth dream.
Language: Dream dwarves speak Dwarven.
Names: Dream dwarves place great significance on
their names, believing that even the most common version
of a name carries power. Their names are likely to
change over time, as they incorporate new syllables or
words into their names. Dream dwarves believe that they
find these words and syllables within the depths of the
earth dream, and they incorporate them into their identities
out of reverence and to show that they understand
the power of the earth.
It is quite likely for a dream dwarf's name to change or
grow longer after he goes through a particularly harrowing
or dangerous experience; as such, it's usually true that an
accomplished dream dwarf adventurer has a long, intricate
name that recalls his greatest exploits.
Male Names: Bren-Iol, Bollinak, Car-Innul, Derinar,
Harar, Malanath.
Female Names: Allalia, Assanae, Giallin, Kula-Tai, Mala,
Shelbath.
Clan Names: Brekaran, Esstranak, Penathan, Quwerthena,
Skarnath.
Adventurers: Dream dwarf adventurers seek the
wisdom that comes from personal experience. Some,
driven by the earth dream's urgings, wander to find more
of what they've seen in the dream. Others seek to escape
the dream and their people's involvement in it, traveling
to other lands to be rid of its pull. Most however, travel
and adventure to better understand the parts of the earth
dream that they can sense, to experience the dream in
other places, and to broaden their own understanding of
the world.
DREAM DWARF RACIAL TRAITS
-
+2 Constitution, -2 Dexterity: Dream dwarves are as
tough as other dwarves (and stronger of personality), but
they are a bit clumsy and slow to react.
-
Medium: As Medium creatures, dream dwarves have no
special bonuses or penalties due to their size.
-
Dream dwarf base land speed is 20 feet. However, dream
dwarves 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).
-
Darkvision: Dream dwarves can see in the dark out to 90
feet. Darkvision is black and white only, but it is otherwise
like normal sight, and dream dwarves can function
just fine with no light at all.
-
Stonecunning: Dream dwarves have the same knack for
finding unusual stonework that dwarves do. This ability
grants a dream dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding
walls, stonework traps, new construction (even when
built to match the old), unsafe stone surfaces, shaky
stone ceilings, and the like. Something that isn't stone
but that is disguised like stone also counts as unusual
stonework. A dream dwarf who merely comes within
10 feet of unusual stonework can make a Search check
as if he were actively searching, and a dream dwarf can
use Search to find stonework traps as a rogue can. A
dream dwarf can also intuit depth, sensing his approximate
depth underground as naturally as a human can
sense which way is up. Dream dwarves have a sixth
sense about stonework, an innate ability that they get
plenty of opportunity to practice and hone in their
underground homes.
-
Weapon Familiarity: Dream dwarves treat dwarven
waraxes and dwarven urgroshes as martial weapons
rather than exotic weapons.
-
Stability: Dream dwarves are exceptionally stable on
their feet. A dream dwarf gains a +4 bonus on ability
checks made to resist being bull rushed or tripped
when standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly
on the ground).
-
+2 racial bonus on Diplomacy checks made with creatures
of the earth subtype: Dream dwarves get along well with
earth elementals and similar creatures.
-
Dream Sight (Su): A dream dwarf can see ethereal creatures
as easily as she sees material creatures and objects.
A dream dwarf can easily distinguish between ethereal
creatures and material ones, because ethereal creatures
appear translucent and indistinct.
-
Spell Power: When in contact with the ground, a dream
dwarf's effective caster level when casting divination
spells or spells with the earth descriptor increases by 1.
This increase applies when determining level-dependent
spell variables and on caster level checks. This increase
stacks with other spell power abilities, such as from the
hierophant prestige class.
-
Automatic Languages: Common and Dwarven. Bonus
Languages: Draconic, Elven, Gnome, Terran, Undercommon.
-
Favored Class: Druid. A multiclass dream dwarf's druid
class does not count when determining whether she takes
an experience point penalty for multiclassing.
FERAL GARGUNS
A small offshoot of the goliath race, feral garguns tear their
livelihood out of the frigid northern regions with tooth and
claw. Feral garguns derive from goliath and giant parentage.
These large, savage humanoids fight in quick, furious bursts
of energy. In the barren areas of the north, there is little
room for mercy, and the feral garguns have had to learn to
be aggressive just to survive.
Even more than their goliath kindred, feral garguns
find cities and the trappings of civilization confusing and
intimidating. Although individual feral garguns have
found ways to adapt to the cities and villages of other
races, the majority prefers the simple, nomadic lifestyle
of the far north.
Personality: Fierce, quick-tempered warriors, feral garguns
usually assume that the strongest individual is the
leader, and they usually settle disagreements with some
nonlethal test of strength. Despite this outward ferocity,
feral garguns have a deep sense of personal honor and place
a great deal of importance on self-reliance.
Physical Description: A typical feral gargun is as big
as a goliath and larger than the largest half-orc. Most stand
between 7 and 8 feet tall and weigh between 280 and 340
pounds. As with their goliath kindred, there is no appreciable
difference in height or weight between male and
female feral garguns.
Feral garguns are covered in smooth, thick fur. This fur
ranges in color from white to light gray to dark brown.
Although their bodies are humanoid in shape, the faces of
feral garguns are similar to those of bears, and they have
longer, narrower faces than other humanoids.
Relations: Most feral garguns have little to no interaction
with other humanoid races, so when they do interact,
they remain curious and polite, at least by their standards.
They get along well with goliaths, who trade
the feral garguns metal weapons and armor when
they have them to spare. Feral garguns also enjoy
the company of halflings, valuing their success at
maintaining a nomadic lifestyle. Feral garguns
some times see halflings as mentor figures because
of this attitude - a role that most halflings find
both amusing and appealing.
Feral garguns hate giants. Bigger and better
equipped than the feral garguns, a tribe of
giants can usually drive a group of feral
garguns from an area, or worse, capture
and enslave them. Feral garguns attack
and kill giants whenever they have the
opportunity.
Alignment: Feral garguns tend
toward chaotic alignments, valuing
freedom and personal choice very
highly. Even the most organized
group of feral garguns is really
just a collection of self-sufficient
individuals traveling together
for safety.
Feral Gargun Lands: Feral
garguns roam the plains and
tundra of the far north, covering
huge areas in the search
for food, shelter, and tools.
Small bands of feral garguns
join together once or twice a
season to share stories, trade
tools and goods, and discuss
the dangers of the coming
season. Feral gargun lands
face constant pressure from
groups of giants, orcs, and
goblinoids, as well as from powerful individual creatures
such as dragons. When such foes appear, the feral garguns
meet and decide as a group whether to move on or to fight.
Religion: Feral garguns pay homage to their own deities,
chief among them Galtha, the Mother of Winter. Galtha
teaches her people to survive even in the harshest cold and
when food is scarces. "When you can thrive where others
cannot even eke out an existence," says the teachings of
Galtha, "then survival and success are assured."
Language: Feral garguns speak the goliath language of
Gol-Kaa. Gol-Kaa has only recently been put down in written
form using the Dwarven alphabet, and no feral gargun
tribe has yet warmed to the concept of a written language.
Individual feral garguns who have moved away from their
homelands and adventured among other races have learned
to read and write in other languages, but they remain the
exceptional few.
Names: All feral garguns remain unnamed until their
second birthday. The infant mortality rate is high in the cold
northlands, and leaving infants unnamed makes it easier for
the tribe to accept the death of a young feral gargun when
it occurs. On his or her second birthday, a feral gargun is
given two names: a first name, and a last name taken from
his mother's name. The last name translates roughly into
"son/daughter of [the mother's name]."
A feral gargun can earn the right to adopt his father's
name by performing some great deed. This deed is never
specified beforehand, and only a council of elder feral garguns
can make this award. Few feral garguns actually earn
their father's name, and not failing to do so carries no shame
or stigma.
Male Names: Agam, Agath, Gethik, Gothan, Thokan.
Female Names: Evva, Maka, Makin, Prenna, Vulla.
Adventurers: Feral gargun adventurers seek to explore
the world. They often wish to learn from other races and
cultures, seeking to return to their people with treasure,
tools, and knowledge that will make life in the northern
reaches easier. Some feral garguns leave their tribe
hoping to perform some deed great enough for them to
earn their father's name. Because of their size and ferocity,
feral gargun barbarians easily find a place in adventuring
groups, mercenary squads, or other martial organizations.
Feral garguns find the sea fascinating, and the few
who learn to make their way as sailors seldom abandon
that profession.
FERAL GARGUN RACIAL TRAITS
-
+4 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence,
-2 Charisma: Feral garguns are strong, tough,
and agile, but they are not as smart or personable as their
goliath kindred.
-
Medium: As Medium creatures, feral garguns have no
special bonuses or penalties due to their size.
-
Feral gargun base land speed is 30 feet.
-
Darkvision: Feral garguns can see in the dark out to 60
feet. Darkvision is black and white only, but it is otherwise
like normal sight, and feral garguns can function
just fine with no light at all.
-
Powerful Build: The physical stature of a feral gargun
lets him function in many ways as if he were one size
category larger. Whenever a feral gargun is subject to
a size modifier or special size modifier for an opposed
check (such as during grapple checks, bull rush
attempts, and trip attempts), the feral gargun is treated
as one size larger if doing so is advantageous to him. A
feral gargun is also considered to be one size larger when
determining whether a creature's special attacks based
on size (such as improved grab or swallow whole) can
affect him. A feral gargun can use weapons designed for
a creature one size larger without penalty. However, his
space and reach remain those of a creature of his actual
size. The benefits of this racial trait stack with the effects
of powers, abilities, and spells that change the subject's
size category.
-
Racial Hit Dice: A feral gargun begins with two levels
of monstrous humanoid, which provide 2d8 Hit Dice, a
base attack bonus of +2, and base saving throw bonuses
of Fort +0, Ref +3, and Will +3.
-
Racial Skills: A feral gargun's monstrous humanoid levels
give him skill points equal to 5 × (2 + Int modifier). A
feral gargun's class skills are Climb, Hide, Jump, Listen,
Search, Spot, and Survival.
-
Racial Feats: A feral gargun's monstrous humanoid levels
give him one feat.
-
Mountain Movement: Because feral garguns practically
live on the ledges and cliffs of the most forbidding
mountains, they are particularly adept at negotiating
mountain hazards. A feral gargun can make standing
long jumps and high jumps as if they were running
long jumps and high jumps. He can engage in accelerated
climbing (climbing half his speed as a move action)
without taking the -5 penalty on the Climb check.
-
Acclimated: Feral garguns are automatically acclimated
to life at high altitudes. They don't take the penalties for
altitude described in the Mountain Travel section on page
90 of the Dungeon Master's Guide. Unlike other denizens
of the mountains, feral garguns don't lose their acclimation
to high altitude even if they spend months or years
at lower elevations.
-
Resistance to Cold 5 (Ex): Feral garguns have adapted to
the harsh conditions of their homelands, growing a tough
hide and thick fur to protect them from low temperatures.
They can ignore the first 5 points of cold damage dealt by
any attack, whether mundane or magical.
-
Natural Armor: A feral gargun's tough hide and thick fur
protect him from harm, giving him a +2 natural armor
bonus to AC.
-
Weapon and Armor Proficiency: As a monstrous humanoid,
a feral gargun is proficient with all simple weapons
but has no proficiency with any armor or shield.
-
Natural Attack: A feral gargun has two claw attacks,
each dealing 1d6 points of damage. A feral gargun
armed with a weapon sometimes uses the weapon as
its primary attack and a claw as a natural secondary
attack (provided it has a claw free to make the secondary
attack).
-
Goliath Blood: For all effects related to race, a feral gargun
is considered a goliath. Feral garguns, for example, are
just as vulnerable to special effects that affect goliaths as
their goliath ancestors are, and they can use magic items
that are only usable by goliaths.
-
Favored Class: Barbarian. A multiclass feral gargun's
barbarian class does not count when determining
whether he takes an experience point penalty. The
rough life of the feral garguns in the wild produces
many barbarians.
-
Level adjustment +2.
STONECHILDREN
Born of a union of mortal and elemental, a stonechild
is a hardy entity grounded in soil and stone and gifted
with incredible strength, fortitude, and a keen intellect.
Although they are not the outcasts that half-orcs often are,
stonechildren are rarely raised among others of their kind.
Most stonechildren grow to maturity while living in dwarf
or human communities, and those few who stay on the
Material Plane often wander alone, taking up the mantle
of adventurer.
Stonechildren are most comfortable in and under the
mountains; because of this preference, they usually end
their wandering by settling with a community of dwarves.
As they grow older, even the most adventurous stonechildren
become more and more likely to seek a way to the
Elemental Plane of Earth and surround themselves with
others of their kind.
Personality: Stonechildren relish challenges and enjoy
proving their own strength. They admire those who make
their own way in life, and they feel a sense of camaraderie
with the earth itself. Even when traveling alone through
dangerous areas, stonechildren remain solid and sensible.
Stonechildren keep their feelings hidden behind a slow
practicality, and when they find someone's company
unpleasant they usually just leave quietly. Stonechildren
are stalwart in the face of adversity, whether it takes the
form of the physical dangers of combat or the long solitude
of life as a wanderer.
Physical Description: With rough, gray skin and a stony
bulk, a stonechild looks like a powerful human made out
of stone. Stonechildren have tremendous physical strength
and fortitude, and can easily overpower most humanoids.
Stonechildren do not have hair, and their eyes are limited
to shades of gray, black, or the occasional gemlike
hue (usually a muted blue or green). Although
their tough hide resembles stone, they are outsiders,
not elementals.
Stonechildren
grow nearly 7 feet
tall, and they can
easily weigh more
than 300 pounds.
Relations: Tough,
reliable, and focused on
the utilitarian, stonechildren get
along with most races. Stonechildren
are closer to dwarves than any other
race, and they often settle in dwarf communities
for a time. Many humans and
dwarves seek to emulate the strength and
silence of the stonechildren, but their
strength and practicality can seem alien
to elves and gnomes.
Of the few stonechildren who do not
live on the Elemental Plane of Earth, most
are wanderers, and as such they enjoy the
company of halflings. For their part, halflings
readily acknowledge the value of having
a large, physically powerful stonechild with
their troupe.
On the other hand, stone children sometimes
have a difficult time understanding the
elf mind-set. Like stonechildren, elves are
close to nature, but elves share none of the
stonechildren's connection to stone and the
power of the earth, making them seem flighty
and unfocused.
Alignment: Stonechildren make their own way in
life, keeping a balance between following the rules
and laws of others and adhering to their own sense of
honor. This outlook leads many stonechildren to adopt
an attitude of neutrality. Although they make their own
choices, stonechildren have a deep love of the earth and
a compassion for others. In their own way, stonechildren
are workers for the cause of good, quietly protecting
others when they can.
Stonechild Lands: Stonechildren do not have lands
of their own on the Material Plane. Even on the Elemental
Plane of Earth, their numbers are sparse, but they
occasionally form permanent communities along with
elementals and other earth creatures. On the Elemental
Plane of Earth, stonechildren build secure dwellings in
the sides of great caverns, usually with the help of powerful
elementals.
Religion: Because they often wander alone, stonechildren
do not have any racial religion. Most stone children
adopt the religion of their mortal parent or the community
in which they grew up, making a wide array of deities the
norm for any group of stonechildren. Although
Moradin the Soul Forger is primarily seen as the
deity of the dwarves, stonechildren also venerate
his powers over stone, his solid strength, and his
prodigious skills at the forge. More stonechildren
revere Moradin than any other single deity,
but even his worshipers fall far short of
constituting a majority.
Language: Stonechildren speak
both Terran and Common, but
they prefer Terran. They are more
intelligent than many humanoids,
and they pick up languages
readily. Almost all stonechildren
learn Dwarven early in their life, and
many master other languages as well.
Stonechildren do not have a literature
of their own, although many individual
members of the race have kept records
and stories of their travels.
Names: Stonechildren share some of
the naming conventions that dwarves have,
but they are far less rigid about the process.
Whereas dwarf names belong to the family
and clan, stonechildren bond closely to their
names, making them intensely personal things.
Stonechildren also do not follow the strict
naming traditions of dwarves, and they
create new names with each new generation.
Some of their typical names derive
from the Common names for different
types of stone.
Male Names: Beltan, Fartach, Ingot,
Ored, Slate.
Female Names: Berna, Kihild, Merna,
Shale, Zeea.
Family Names: Angaran, Kar-Gulduk,
Pal-Mituk, Raskanik, Rendark.
Adventurers: Stonechild adventurers
usually travel in search of something they desire.
For some, this goal is material wealth; for others, it is
a chance to study with famed craftsmen. Some want to
seek out more of their kind on the Material Plane, while
others search for new ways to test themselves in physical
combat. Stonechildren are tough and ready for whatever
comes their way, and many stonechildren go off on adventures
at least once or twice in their lives.
STONECHILD RACIAL TRAITS
-
+8 Strength, +8 Constitution, +2 Intelligence, -2 Charisma.
-
Medium Size: As Medium creatures, stone children have no special
bonuses or penalties due to size.
-
A stonechild's base land speed is 30 feet.
-
Darkvision: Stonechildren can see in the dark out to 60
feet. Darkvision is black and white only, but it is otherwise
like normal sight, and stonechildren can function
just fine with no light at all.
-
Racial Hit Dice: A stonechild begins with two levels of
outsider, which provide her with 2d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of Fort
+3, Ref +3, and Will +3.
-
Racial Skills: A stonechild's outsider levels give her skill
points equal to 5 × (8 + Int modifier). Their class skills
are Appraise, Climb, Craft (stoneworking), Intimidate,
Knowledge (history), Knowledge (the planes), Listen,
Search, Spot, and Survival.
-
Racial Feats: A stonechild's outsider levels give her one
feat. In addition, stonechildren get Blind-Fight as a
bonus feat.
-
Weapon and Armor Proficiency: As an outsider, a
stonechild is proficient with all simple and martial
weapons, with light and medium armor, and with shields
(except tower shields).
-
Natural Armor: A stonechild's tough hide protects her
from harm, giving her a +4 natural armor bonus to
Armor Class.
-
Immunity to Acid and Poison: Stonechildren take no
damage and suffer no ill effects from acid or poison.
-
Magic Stone (Sp): Three times per day, a stonechild can
use a magic stone effect, as the spell (caster level 3rd).
-
Automatic Languages: Common and Terran. Bonus Languages:
Celestial, Dwarven, Ignan.
-
Favored Class: Fighter.
-
Level adjustment +4.
WHISPER GNOMES
Whisper gnomes outwardly resemble common gnomes,
but they lack the jovial nature and easy outlook on life
that their more common relatives enjoy. Instead, whisper
gnomes are creatures of stealth and suspicion. In
profession and behavior, they range from dangerous
spies to peaceful recluses. Few members of other races
can match a whisper gnome's powers of stealth, and whisper
gnome scouts and rangers always stalk any creatures
that come within a few miles of their hidden hillside
communities.
Whisper gnomes reluctantly ally themselves with common
gnomes and other races when necessary. They know that
they lack the physical strength and numbers to stand completely
on their own.
Personality: Whisper gnomes are
quiet, suspicious sorts who find it hard
to build lasting relationships with
members of other races. Although
no other race is openly friendly with
these reclusive individuals, no race
bears them active malice either. Often,
whisper gnomes share information
about impending threats when allying
themselves with more powerful
or numerous humanoid races; in most
cases, this arrangement has worked
out extremely well for both sides.
If the whisper gnomes' allies find
themselves short of a few valuables
after the gnomes have left their community,
the losses are offset by the
whisper gnomes' valuable scouting and
information-gathering abilities.
Physical Description: Whisper
gnomes are slightly taller than other
gnomes, standing between 3-1/2 and 4
feet tall. Whisper gnomes are skinny,
almost gaunt creatures, and rarely
weigh more than 40 pounds.
Their skin ranges in color from
light gray to light green, although
none of this variation in skin tone is
noticeable without careful attention.
Whisper gnomes have gray or blue eyes,
but again they are rarely bright or striking
in intensity.
Relations: Many other humanoid races
regard whisper gnomes as they would an
untrustworthy cousin - they know that
whisper gnomes are unlikely to do any lasting
harm or steal their most precious items, but at
the same time, they deserve to be watched carefully.
Dwarves in particular distrust whisper gnomes;
these serious and stoic individuals let whisper
gnomes into their cities only under the
direst of circumstances.
Elves, humans, and half-elves generally tolerate whisper
gnomes. Of all the other races, halflings are the most
accepting of whisper gnomes, and many whisper gnomes
travel for a time with halfling caravans.
Half-orcs and whisper gnomes get along very well.
Whether because the two races are such opposites that they
end up respecting the other's strengths, or because they both
often find themselves outcasts from other races, they seem
to enjoy each other's company and approach to life. Half-orcs
with nowhere else to go occasionally settle in a whisper
gnome community.
Alignment: Most whisper gnomes are neutral or neutral
good. Whisper gnomes favor personal freedom and choice,
but at the same time they value an ordered community and
respect the rights of others and - to an extent - the property
of others.
Whisper Gnome Lands: Whisper gnomes live in and
among the communities of more common gnomes, or
they form small, carefully hidden communities of their
own. They favor the rolling hills and light woods that
other gnomes enjoy, and like their distant cousins, they
live underground.
Whisper gnomes who want a more active lifestyle settle
in human lands and find work as spies, emissaries, or as
simple thieves.
Religion: Whisper gnomes pay homage to Garl Glittergold,
but many also venerate Olidamarra. Whisper gnomes
are very open-minded about religion, and they find the
single-minded religious devotion of other races strange
and confining. Most whisper gnomes believe it expedient to
pay attention to whatever deity can help them the most
in their current situation, and they do not see it as
strange to frequently pray to different deities.
Language: Whisper gnomes speak Gnome,
which uses the Dwarven alphabet. Most
whisper gnomes also speak Terran, and
they sometimes use that tongue as a
sort of semisecret code when in the
company of other races.
Names: Whisper gnomes consider
names as semipermanent
aliases at best, and one usually
goes by a different name in each
nongnome community he or she
visits. When among other
gnomes (of any kind),
whisper gnomes usually
stick to the names given to
them by their parents. Whisper
gnome family names are similar to,
but not exactly like, the clan names of
common gnomes.
Male Names: Alth, Fash, Threan.
Female Names: Bella, Freith, Geim, Mala,
Nan.
Family Names: Bermin, Daergel, Falath,
Shrenan.
Adventurers: Whisper gnome
adventurers travel to test themselves. They seek not only to
try out their powers of speed and stealth against the physical
strength of larger creatures, but also to test their own
moral limits. Many adventuresome whisper gnomes know
that they are capable of stealing from humans and other
creatures that can't hope to compete with their powers of
stealth, and they seek some rationale for why they shouldn't
take advantage of this superiority.
WHISPER GNOME RACIAL TRAITS
-
+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma:
Whisper gnomes are agile and tough, but they are Small
and therefore not as strong as larger humanoids. Their
quiet nature also leads to a lack of personal presence.
-
Small: As a Small creature, a whisper gnome gains a +1
size bonus to Armor Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, but he uses
smaller weapons than humans use, and his lifting
and carrying limits are three-quarters of those of a
Medium character.
-
Whisper gnome base land speed is 30 feet, despite their
size.
-
Low-Light Vision: A whisper gnome can see twice as far as
a human in starlight, moonlight, and similar conditions
of poor illumination. He retains the ability to distinguish
color and detail under these conditions.
-
Darkvision: Whisper gnomes can see in the dark out
to 60 feet. Darkvision is black and white only, but it is
otherwise like normal sight, and whisper gnomes can
function just fine with no light at all.
-
Weapon Familiarity: Whisper gnomes treat
gnome hooked hammers as martial weapons
rather than exotic weapons.
-
+1 racial bonus on attack rolls against kobolds
and goblinoids (including goblins,
hobgoblins, and bugbears): Like
their more common cousins,
whisper gnomes battle these
creatures frequently and practice
special techniques for
fighting them.
-
+4 dodge bonus to Armor
Class against monsters of the
giant type (such as ogres, trolls,
and hill giants): This bonus represents
special training
that whisper gnomes
undergo, during which
they learn tricks that previous
generations developed in
their battles with giants. Any time
a creature loses its Dexterity bonus (if any)
to Armor Class, such as when it's caught flatfooted,
it loses its dodge bonus, too. The Monster
Manual has information on which creatures are of the
giant type.
-
+4 racial bonus on Hide and Move Silently checks: Whisper
gnomes have an uncanny knack for stealth.
-
+2 racial bonus on Listen and Spot checks: Whisper
gnomes have keen eyes and ears.
-
Spell-Like Abilities: 1/day - silence (must be centered on
whisper gnome's body). A whisper gnome with a Charisma
score of at least 10 also has the following spell-like
abilities: 1/day - ghost sound, mage hand, message. Caster
level 1st; save DC 10 + whisper gnome's Cha modifier +
spell level.
-
Favored Class: Rogue. The best multiclass choices for
whisper gnome rogues are fighter, ranger, and cleric. A
fair number of whisper gnome wizards and sorcerers
become arcane tricksters.
-
Racial Feats: The Extra Silence and Silencing Strike feats
can be taken by whisper gnome characters.
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