RAPTORANS
Raptorans are unique among the common races for their
ability to fly. In ancient times, the raptorans made a pact
with the lords of the Elemental Plane
of Air, gaining the ability to fly in
exchange for pledging the finest
warriors of their race to the service
of the air elementals in various extraplanar
battles. Although the elementals
have not called upon the raptorans for
assistance in generations, the pact entered
into by those distant ancestors continues to
shape raptoran society today.
To ensure that only the fittest and most
capable raptorans are available to fill the
ranks of these would-be warriors, the agreement
with the elementals called for
the raptorans to put their offspring
through a test of survival and selfreliance
called the Walk of the Four
Winds. To this day, every member of a
raptoran flock must undergo this trial
before becoming able to fly. When the
flock chief judges a young adult raptoran
to be ready for the walk, that
raptoran can leave immediately
to start the test. Those who do not
leave at their earliest opportunity
are referred to by other members of
the community as "gliders" (reflecting
their limited capacity to use
their wings).
The pact led to the creation
of the skypledged, who draw
their ranks from raptoran druids
and clerics. By vowing to forgo earth, fire, and water spells,
skypledged gain great flexiblity in spellcasting as well as
ever-increasing power over the wind. Skypledged are not
structured in a single great organization but scattered among
the tribes, each honoring the pact as he or she sees best.
The pact also set out details regarding the creation of
the stormtalons, the organization of elite raptoran soldiers
who assist raptoran flocks that find themselves in danger.
Personality: Raptorans have a reputation for being deep
thinkers who always weigh their options carefully. They're
notorious for treating strangers coolly, yet they're also slow
to judge and usually give newcomers ample time to prove
themselves worthy of friendship. They are slow to anger but
even slower to forgive an insult or injury.
When faced with uncertainty, raptorans usually retreat
to a safe distance and settle down to observe and ponder
the situation for a while. Their detractors dismiss this
behavior as cowardly or indecisive, yet raptorans are perfectly
capable of improvising when the need arises, and
they generally stick to a task once they have decided how
to take it on. Raptorans seldom flee from danger; they just
back off a little.
Raptorans love to argue and debate, whether or not they
actually agree with the philosophy they are defending so
passionately. They do not, however, waste time arguing
when danger threatens or when they perceive that time is
of the essence.
A raptoran's cautious nature takes a back seat whenever
physical violence is imminent. In the blink of an eye, a raptoran's
demeanor can change from serene to fierce. In combat,
raptorans attack their enemies with savage aggressiveness,
seeking overwhelming victory as quickly as possible.
Physical Description: Feathered wings are a raptoran's
singular identifying feature. When fully outstretched, they
span 10 to 12 feet, although raptorans (when not flying) are
more comfortable with them folded behind their backs. An
interlocking series of ligaments allows raptorans to lock
their wings in the outstretched position, enabling them to
glide for long periods without tiring. The wing feathers are
ordinarily white, with black-tipped feathers appearing more
often as a raptoran ages.
Raptorans tend to be thinner and slightly taller than
humans, with most of their extra height in their legs; their
arms are likewise somewhat longer. They average just
over 6 feet tall and weigh around 150 pounds. Their legs
end in bony talons that aren't particularly sharp but have
tremendous gripping strength. Raptoran hands are much
like human hands, but each finger ends in a thick, almost
clawlike fingernail. The race does not have facial hair, but
downy feathers on a raptoran's scalp can resemble hair when
viewed at a distance. Some female raptorans have a row of
more substantial feathers running from earlobe to earlobe
across the back of the head and neck. Females can fan out
this neck ruff to display it; male raptorans consider a wellgroomed
neck ruff to be attractive.
Raptoran clothing tends to be utilitarian and streamlined.
Garb that's heavy, restrictive, or too loose would impede
flight, so most raptorans rely on a close-fitting shirt and a
simple set of breeches. Because a raptoran's feathered wings
provide better insulation than a down quilt, lightly dressed
raptorans are comfortable even in cold climes.
Raptoran clothing includes straps and buckles for
keeping pockets closed, because raptorans in flight would
otherwise drop coins and other possessions. Dangling
jewelry is disdained as an annoyance in flight. Raptorans
sometimes dye individual wing feathers in arresting
combinations - a decorative art not unlike the cosmetics
that some humans wear.
Relations: Strangers who meet raptorans usually receive
cordial but wary treatment. To a raptoran, any unfamiliar
being is potentially an ally or an enemy, and she keeps her
distance until she can be sure of a newcomer's intentions.
Other creatures often consider raptorans to be aloof and
somewhat snobbish toward creatures that cannot fly. The
truth of the matter is that while raptorans literally look down
on land-bound creatures, that situation is more a matter of
circumstance than of arrogance. Raptorans instinctively
pity creatures that can't soar on the winds, but they're
introspective enough to realize that not everyone shares
the desire to fly.
As hunters and ranchers on the edge of civilization,
raptorans tend to be territorial. They tolerate travelers who
are just passing through their territories, but they expect
visitors to ask permission before hunting or harvesting
forest plants in the area. Those who tarry overlong in raptoran
territory - and those who settle too close for raptoran
comfort - face increasing harassment from, and eventual
war with, the raptorans.
Raptorans tend to be tolerant of other folk who come to
visit and not to stay. They often barter with gnomes and
halflings, trading game, furs, and other products for metal
goods, cloth, and salt.
Raptorans regard most sylvan fey creatures as charming
but somewhat frivolous. Raptorans are no fools, and they treat
kobolds, goblins, orcs, and other warlike creatures with extra
caution. They find dwarves somewhat odd, even comical to
look at because of their stout bodies and long beards. They
also think of dwarves as strange folk because of their habit
of living underground.
Alignment: Raptorans love their freedom and tend
strongly toward chaotic alignments. Their tribal structure
and small communities reflect their individualism.
Raptorans also favor good over evil. They dislike excess and
never seek to dominate others or own more than they need.
They stand ready to give a helping hand to others in need,
as long as such help doesn't entangle them in the affairs of
far-off lands.
Raptoran Lands: A typical raptoran community lives
either in spiraling towers built in a hollow or depression
halfway up a canyon cliff, or in large communal dwellings
excavated into the side of a cliff. Cliffs with overhangs and
southern exposures are particularly comfortable for raptorans.
If a canyon has a prevailing breeze that blows through
it, raptorans regard that location as a particularly auspicious
place to live.
While raptorans do engage in some agriculture (mostly
fruit orchards), they subsist on hunting whatever herd
animals are prevalent near their cliff dwellings. Thus,
they usually live far from large settlements of other races,
in areas where game is plentiful and the hunting is good.
Some raptoran flocks tend herds of bison, deer, or elk near
their communities, taking some of the livestock each season
for food.
Religion: The goddess Tuilviel Glithien, the Queen of Air
and Night, is the raptorans' primary deity. The raptorans call
her Lady of the Silent Wings or simply The Lady. Tuilviel
cherishes and protects all nocturnal birds. She is the patron
of the hunt and of the family.
Because many raptorans are druids, generalized nature worship
is common among members of the race. Some raptorans,
especially arcane spellcasters, venerate powerful elementals
from the Elemental Plane of Air.
Language: Raptorans speak a fluid and lyrical tongue they
call Tuilvilanuue. Ultimately derived from Elven but quite
distinct in its development, Tuilvilanuue has many long,
tongue-twisting words but simple grammar, relying on inflection
to convey much of its meaning. Written Tuilvilanuue
uses a simple form of the Elven script.
Most raptorans have a practical mind-set, so they confine
their writing to messages. Many raptoran songs, poems, and
histories exist, but the raptorans prefer memorizing these
to writing them down. "Memories are lighter to carry than
books," a raptoran saying goes.
Names: A raptoran child receives a birth name from her
parents, which serves to identify the child as she grows up.
Sometime after the child reaches adolescence she acquires
a nickname - occasionally from a flock elder but often a
sobriquet that just seems to stick. As a matter of practice,
only members of a raptoran's flock may refer to her by
her nickname, and even then they only do so when no
strangers are present. Close friends and family members
often continue to use a raptoran's birth name as a mark
of affection.
A raptoran may reveal her flock nickname to someone
outside the flock if she wishes, but no one else may do so.
Sharing one's flock nickname with an outsider is a mark of
deep respect, trust, or affection.
When a raptoran gains the ability to fly under her own
power, she chooses an adult name for herself. In addition, a
raptoran has a family name, which is often a compound of
several descriptive Tuilvilanuue words.
RAPTORAN RACIAL TRAITS
-
Medium: As Medium creatures, raptorans have no special
bonuses or penalties due to their size.
-
Raptoran base land speed is 30 feet.
-
Wing-Aided Movement: Raptorans can use their wings to
help with movement even if they can't fly yet. The extra
lift from her wings gives a raptoran a +10 racial bonus on
Jump checks.
-
Gliding (Ex): A raptoran can use her wings to glide, negating
damage from a fall of any height and allowing 20 feet of
forward travel for every 5 feet of descent. Raptorans glide
at a speed of 40 feet (average maneuverability). Even if a
raptoran's maneuverability improves, she can't hover while
gliding. A raptoran can't glide while carrying a medium
or heavy load.
If a raptoran becomes unconscious or helpless while
in midair, her wings naturally unfurl and powerful ligaments
stiffen the wings. The raptoran descends in a tight
corkscrew and takes only 1d6 points of falling damage, no
matter what the actual distance of the fall.
-
Flight (Ex): When a raptoran reaches 5 Hit Dice, she becomes
able to fly at a speed of 40 feet (average maneuverability). A
raptoran can't fly while carrying a medium or heavy load
or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds
equal to their Constitution modifier (minimum 1
round). They can exert themselves to fly for up to twice
as long, but then they're fatigued at the end of the flight.
Raptorans are likewise fatigued after spending a total of
more than 10 minutes per day flying. Because raptorans
can glide before, after, and between rounds of actual
flight, they can remain aloft for extended periods (even
if they can only use flight for 1 round at a time without
becoming fatigued).
When they reach 10 Hit Dice, raptorans have enough
stamina and prowess to fly for longer periods. They can fly
at a speed of 40 feet (average maneuverability), and flying
requires no more exertion than walking or running.
A raptoran with flight can make a dive attack. A dive
attack works like a charge, but the raptoran must move a
minimum of 30 feet and descend at least 10 feet. A raptoran
can make a dive attack only when wielding a piercing
weapon; if the attack hits, it deals double damage.
A raptoran with flight can use the run action while
flying, provided she flies in a straight line.
-
Pact with Wind Lords: Because of the ancient bargain
raptorans made with powerful air elementals, raptoran
spellcasters cast spells with the air descriptor at +1
caster level.
-
Unerring Direction: Raptorans have an instinctive sense of
which direction is north, even when they are underground
or otherwise unable to see the sky or other visual cues.
Beyond the Material Plane, this ability doesn't function.
-
Low-Light Vision: A raptoran can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. A raptoran retains the ability to
distinguish color and detail under these conditions.
-
Weapon Familiarity: Raptorans treat the footbow as a
martial weapon rather than as an exotic weapon.
-
+2 racial bonus on Climb and Spot checks. Raptorans have
strong grips with both hands and feet, and their eyes are
unusually keen.
-
Automatic Languages: Common and Tuilvilanuue. Bonus
Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan.
-
Favored Class: Cleric. A multiclass raptoran's cleric class
does not count when determining whether she takes an
experience point penalty.
CATFOLK
The great tribes of the catfolk roam where they will, putting
passion into every day of their varied lives.
Catfolk nomads roam the grassy plains, living in tribes
segregated by their visual differences. Catfolk tribes range
from friendly to hostile; encounters with catfolk depend more
on an individual catfolk's mood and the circumstance more
than any tribal mind-set. Quick in movement and thought,
the catfolk rely on short bursts of energy to accomplish
nearly every task, making the other races seem plodding and
dedicated in comparison.
Personality: Catfolk respond to the varied experiences of life with passion
and emotional intensity. They accomplish as much in their
quick but short-lived bursts of activity or emotion as other
races do at their relatively plodding pace. Catfolk relish both
the heated ferocity of battle and the warmth of a quiet meal
with trusted companions.
Catfolk share a quick and engaging confidence that makes them seem always ready for the next
challenge. Quick to anger and just as quick to forgive, catfolk
live a life filled with emotion. Members of most races find
catfolk pleasant company despite their mercurial temperament,
finding their free-flowing emotion and enjoyment
of life refreshing and captivating. The emotional catfolk
have a darker, dangerous side as well, and they are as likely
to meet an insult with a drawn weapon as they are to shrug
it off with a jest.
Catfolk move in quick bursts of speed rather
than in one steady gait. Even when covering long distances,
they intersperse short dashes with short periods of rest.
Members of other races find this style of movement almost
impossible to emulate, but to catfolk it's much less tiring than
simply trudging on at a steady pace.
Catfolk also place great importance on small tokens that
serve as physical connections to their memories, and they
view these special tokens as having physiological importance
if not true magical power. Adult catfolk carry several such
tokens with them at all times, ranging from objects as large
as weapons and armor that served well in past battles to
items as subtle as a small brooch that the character wore on
an important day in the past. For catfolk, this tradition is a
deeply personal experience, and the highest compliment a
catfolk can pay someone is to present one of his tokens as a
gift and explain its significance.
Physical Description: Catfolk resemble a cross between a large predatory cat and
a human, with a sleekly muscled humanoid body and the
head and mane of a feline. Most male catfolk wear their
thick hair in braids, while females keep theirs short and
sleek. The most common catfolk have feline characteristics
reminiscent of lions, including thick manes for the
males. Other groups have the characteristic markings and
appearance of leopards, tigers, or cheetahs. Catfolk have
thicker nails than other humanoids, but not the powerful
claws of their feline counterparts, and they make unarmed
attacks just like humans. Many catfolk favor the use of
charms and totems that they braid into their hair for luck
in battle, success on the hunt, and good fortune in other
such endeavors.
Relations: Catfolk get along well with members of
just about every other race. They admire those who live
in the wild more than city dwellers. Because of this, they
seek out the company of halflings, wood elves, and gnolls.
Catfolk have a hard time understanding the slow, steady
approach that dwarves take to life, and the two races have
little in common. Because they are such opposites in both
temperament and physical abilities, catfolk and dwarves
rarely enjoy the other's company, although no real animosity
exists between the races.
Catfolk Lands: Catfolk roam the open grasslands in temperate
and tropical regions, shunning the colder lands even
in the heights of summer. Wandering tribes of catfolk
rarely come close to the large cities of other races, but
they occasionally camp within sight of a smaller town
or village in order to trade. Catfolk roam great distances
in their travels and do not become attached to a specific
range or territory the way that nomadic tribes of humans
sometimes do.
Catfolk encampments balance defensibility
with ease of escape from a dangerous area. Generally circular
in nature, catfolk encampments center on a communal area
where children play and the elders care for them and practice
their crafts. The tents and lean-tos of individual families range
out from this center, with the most able warriors occupying
tents on the perimeter of the encampment.
With no large nations or powerful alliance
of tribes to bind them together, catfolk experience
little of the politics and power struggles that define the
societies of other races. Instead, most tribes receive
guidance from three sources: the outriders, the
druids, and the chieftain. The outriders are the
most skilled scouts of the tribe, and they govern
the direction that the tribe hunts and travels, unless
the chieftain overrules their choice. The druids,
the primary source of healing and magical power
within the society, hold a great deal of
influence over most aspects of catfolk
life and often advise the chieftain on
important matters. The chieftain makes
decisions on everything that affects
the tribe as a whole.
Religion: A deeply spiritual people,
cat folk usually worship one deity to the exclusion
of others. Most catfolk follow the
precepts of Obad-Hai, and their most
prominent religious figures are druids
devoted to the service of the god of nature.
Catfolk revere Obad-Hai more for
his connection to nature's power and
his governance of plants and animals
than for his connection to the primary elemental forces
such as fire or water.
Other catfolk, particularly adventurers and travelers, pay
homage to Fharlanghn. While most tribes of catfolk move
around in a nomadic fashion, a few travel much more than
others and keep Fharlanghn as their primary deity.
Language: Catfolk have their own language, which they
use primarily for conversation with other members of their
race. Regardless of whether they communicate in Feline,
Common, or some other language, catfolk express their
opinions quickly and expect others to do the same. Catfolk
can listen to others patiently enough, but once they have
expressed a clear opinion, they expect the conversation to
come to a conclusion quickly. They have little time for those
who attempt to persuade or debate by simply restating their
opinion. They grow bored when others take a long time to
reach a point or who view an exchange of opinions as a trial
of endurance.
Names: Catfolk favor names that begin with
"D," "M," or "N" and contain multiple "s" and "r" sounds. A
catfolk clan name translates into Common as a participle
(a verb made into an adjective by adding "-ing") followed by
a noun.
Male Names: Densharr, Mersharr, Nermissar, Therrass.
Female Names: Dessirris, Mianissa, Morasha, Nera,
Thessana.
Clan Names: Flying Eagle, Hunting Tiger, Running Brook,
Screaming Arrow.
Adventurers: Adventuring catfolk feel the
restlessness common to their people more acutely than most.
The thrill of discovery and a great sense of curiosity drive
these adventurers to break from their tribes and wander other
lands. Beyond simple wanderlust, some catfolk find the heat
of combat exhilarating, and the rush of danger draws the
catfolk adventurer ever onward.
Catfolk admire adventurers and see accomplished
adventurers as great assets to the tribe. The nomadic life
of the catfolk is fraught with danger and unexpected
encounters, and the life of the typical catfolk is more akin
to that of an adventurer than the life of a typical human
or elf.
CATFOLK RACIAL TRAITS
-
+4 Dexterity, +2 Charisma.
-
A catfolk's base land speed is 40 feet.
-
Low-Light Vision: Catfolk can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
Racial Skills: Catfolk have a +2 racial bonus on Listen and
Move Silently checks.
-
+1 natural armor bonus.
-
Automatic Languages: Common, Feline. Bonus Languages:
Draconic, Gnoll, Halfling, Sylvan. Brighter catfolk often learn the
languages of gnolls and halflings.
-
Favored Class: Ranger.
-
Level adjustment +1.
CENTAURS
Far stronger and faster than other humanoid races, centaurs
rule huge swathes of the wild. They build peaceful, idyllic
communities, hunting what and where they wish.
Centaurs inhabit the plains and forests in tribes of varying
size. Even though they build permanent shelters and live
in one place for many years at a time, centaurs roam from
their homes on a regular basis, ranging over great distances
in relatively short amounts of time. Centaurs regard such
excursions as essential to understanding the world around
their homes, and they greatly enjoy such activity for its own
sake. Although their crafts have not reached the level of some
of the humanoid races, it is only because centaurs prefer to
venture from their homes often rather than to stay in one
place and ply a single trade.
Personality: Most centaurs tend to be easygoing, almost
mild-mannered; they are usually uninterested in interacting
with members of the humanoid races. Centaur adventurers,
however, have an innate curiosity that overcomes the typical
centaur hesitation to interact with others, and they are generally
friendly and outgoing. Even so, centaur adventurers tend
to prefer halflings and elves over adventuring companions
of other races.
As thinking, civilized creatures, centaurs frown upon
those humanoids who look on them as potential mounts.
It is a grave insult to ask a centaur to serve as a mount, and
centaurs usually offer to carry their companions only in
dire circumstances.
Centaur adventurers know that they can expect
a cold welcome should they attempt to return to their homes,
and for that reason many view themselves as permanent
wanderers. This attitude is greatly comforting, rather than
confining, to the swift-moving centaur adventurer. Because
of this mind-set, however, such characters seldom own more
than they can carry on their broad backs.
In combat, centaurs see running as the natural approach to
beginning a battle, using their speed to establish a comfortable
range before the fighting begins.
Physical Description: With the lower body of a large horse and the upper torso
and arms of a human, centaurs combine speed and strength
in their powerful forms. A centaur is as big and heavy as a
horse, standing about 7 feet high and weighing about 2,100
pounds. Brown dominates most of a centaur's coloring,
the long hair on the top of the head and the glossy fur of
the horselike body ranging from a light tan to a deep, dark
brown. A centaur's humanlike torso has a swarthy, earthy
complexion. In some isolated tribes and rare individuals,
other colorings emerge, such as white, gray, or black, but
these are extremely uncommon.
Relations: Centaurs shun humans. Although they bear
them no serious ire, they prefer open lands to the closedin
cities that humans invariably build. Centaurs get along
well with elves and with many of the wandering races,
such as catfolk and halflings. Centaurs have had too many
dangerous skirmishes against tribes of vicious gnolls to
be anything other than suspicious of the hyena-headed
humanoids, but they are open-minded and intelligent
enough to get along with an individual gnoll that proves
itself trustworthy.
Centaur Lands: Centaurs make their lairs in forested areas and
prefer to range through temperate plains and forests.
Although centaurs have permanent dwellings, their culture
has more in common with nomads and hunters than with
the city-building races of humanoids. Like nomadic cultures,
centaur tribes range farther north during the warm
months and concentrate in southern temperate regions
during the winter.
Centaur lairs look little like the permanent
structures of other races, consisting of a series of
beautiful forest glades, peaceful streams,
and perhaps a few scattered lean-tos.
Although these lairs seem simple and
unprotected, they provide
more protection than
even the stoutest walls
by allowing the swiftmoving
centaurs to encircle
approaching foes or easily flee if
pressed too hard.
A centaur
druid is usually a tribe's
designated leader and
speaker, but groups of
centaur warriors hold
great sway in any given
tribe, mainly because
their choices of
where and what
to hunt greatly
impact how well
the tribe will eat in
the coming weeks.
These hunters, brave
and free-spirited as they
are, have their passions
tempered by the wisdom
of the centaur druids
who study the wilderness through which the tribe roams.
Although these groups rarely have lasting conflicts, the
hunters and druids often wish to pursue differing shortterm
goals.
Religion: Centaurs love and worship nature, and most
who wish to devote themselves to a higher power or cause
become druids. Nearly all centaur clerics (who are rare)
worship the centaur deity Skerrit. Clerics of this nature deity
can choose any two of the following domains: Animal,
Good, or Plant.
Language: Most centaurs are slow to share their thoughts
with others, but this reticence seldom hinders their social
skills. When communicating with most humanoids,
centaurs keep their statements short and to the point;
they are more comfortable and outgoing around halflings
and elves.
Names: Centaur given names are multisyllabic
and commonly include the letters "z," "x," "r," and "y." Centaur
family names usually have only one syllable. Centaurs use a
single given name and a family name.
Male Names: Brynzin, Denryx, Kezzryn, Tyrrox, Zerrn.
Female Names: Allyri, Byss, Rynna, Zerry.
Family Names: Bri, Gyr, Hop, Tor, Zym.
Adventurers: Centaur adventurers don't have
the problems with outsiders that most centaurs do. Through
a combination of confidence, curiosity, and ambition,
these brave centaurs have come to view
the cities and communities of other cultures
as places to learn and explore rather than
places to avoid.
Centaurs view adventurers as
cultural outsiders. Many other
races of the wild, such as
gnolls and catfolk, see
only a small difference
between
an accomplished
hunter who provides food for the
tribe and an adventurer, but
centaurs feel quite differently.
Although centaurs do not
shun adventurers of their
own race in the same way
that they shun humans,
orcs, and some other
humanoids, they never
make centaur adventurers
feel truly welcome, and usually
encourage such a character
to move on to another area or
community after a short time
among them.
CENTAUR RACIAL TRAITS
-
+8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence,
+2 Wisdom.
-
Large size: -1 penalty to Armor Class, -1 penalty on
attack rolls, -4 penalty on Hide checks, +4 bonus on
grapple checks, lifting and carrying limits double those
of Medium characters.
-
Space/Reach: 10 feet/5 feet.
-
A centaur's base land speed is 50 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A centaur 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 centaur's monstrous humanoid levels give
him skill points equal to 7 × (2 + Int modifier). His class
skills are Listen, Move Silently, Spot, and Survival.
-
Racial Feats: A centaur's monstrous humanoid levels give
him two feats.
-
+3 natural armor bonus.
-
Automatic Languages: Sylvan, Elven. Bonus Languages:
Common, Gnome, Halfling.
-
Favored Class: Ranger. Centaur rangers often choose
magical beasts or some variety of humanoid as their
favored enemy.
-
Level adjustment +2.
GNOLLS
While most of their people remain mired in the cruelty
of their demon prince, a few tribes of gnolls seek to pull
themselves out of savagery. These tribes walk with weapons
in hand, knowing that the civilized races hate and fear their
people and that other tribes of evil gnolls already seek to
strike them down.
Fueled by their own bestial strength and the cruel will
of the demon prince Yeenoghu, most gnolls roam the wild
in search of sentient prey. These savages know little of
mercy and honor, and nothing of kindness or compassion.
The exceptions to this rule, who have banded together in
rough tribes that roam the plains and forests, have begun
to learn the value of personal honor. Some even approach
the harsh but ultimately fair codes that tribes of barbaric
humans often adopt. Geared more toward survival than the
cruelty of their kin, these gnolls stand at a critical juncture:
Either they will succeed in allying with the civilized races
and pull some of their people away from the cruel worship
of Yeenoghu - or they will fail, and their tribes will slip
back into evil and brutality.
Personality: Cruelty and viciousness remain the defining traits of
most gnolls, but a few tribes have managed to pull
away from this bestial outlook and the worship of the
demon prince Yeenoghu that usually accompanies and
engenders this behavior. Although far from altruistic,
these gnolls temper the viciousness of their kind with a
rough sense of honor and an unwavering bond with their
chosen companions.
Even those gnolls who have turned from
the evil ways of their demon prince are less intelligent
and less charismatic than the average human. Gnolls don't
see this deficiency as a weakness, however, placing more
value on physical abilities and natural cunning than on
subtle thought or persuasive abilities. Gnolls also remain
very suspicious of other races, especially humans and their
allies, with whom they have had generations of conflict
and strife.
Gnolls are travelers, hunters, and scavengers;
adventuring gnolls travel almost constantly. To a gnoll,
sitting in one place isn't cowardly or illogical; it's simply
unpleasant. Some gnolls are drawn simply by the thrill
and variety of the hunt, while others are motivated only by
curiosity. As a pack of gnolls grows, the bond of the pack
serves as a major impetus for travel - the most
adventurous gnolls pull the rest of the pack
along on their hunts. Packs of evil gnolls are
driven to travel by the will of their demon
prince, and packs of neutral gnolls
travel to escape the influence of other
gnoll packs and the wariness
of human cities accustomed
to fighting off their cruel and
evil kin.
Physical Description: Gnolls have hyenalike heads, and their long limbs possess
a lean strength. Gnolls are covered in coarse yellow or
reddish-brown fur, and their feet and legs are structured more
like a hyena's hind legs than those of other humanoids.
Despite the somewhat awkward appearance of their legs and
feet, gnolls walk as bipeds and are as agile and speedy as a
normal human. The wild gnolls who prey on the civilized
races use patchwork armor and rusted weapons that they've
stolen from past kills. Tribes that have found some level of
personal honor favor hide or leather armor similar to the
barbarian tribes of humans.
Relations: Few races regard gnolls as anything other than
feral creatures who pose a menace to peaceful life. Because of
the prevalence of evil gnolls, this assumption isn't far from
the truth, and player character gnolls should find it difficult
to move unescorted through a human city.
Gnoll Lands: Driven into the mountain foothills and deep
forests by the armies of human nations and their allies,
gnolls live in scattered wilderness areas much like those
preferred by tribes of barbaric humans. Competing against
humans, orcs, giants, and more exotic species is the norm for
gnolls in these wilderness areas, and the gnolls occasionally
form alliances with other evil humanoids. In rare cases,
large groups of gnolls gather above or below ground. These
settlements serve only as a common crossroads for more
nomadic gnolls - those who leave to continue wandering
are balanced against new tribes arriving to trade or swear
fealty to a powerful leader.
As some gnolls turn away from the worship of the dread
prince Yeenoghu, however, gnolls grow more and more
scattered rather than less so. Driven away from their kin
by the wrath of Yeenoghu's priests, yet still subject to the
suspicions of the civilized races, these gnolls wander far and
wide in a near-permanent nomadic state.
Gnoll settlements are rough and crude,
rarely anything more than temporary shelters. Gnolls prefer
underground lairs for longer stays, especially when a traveling
group of gnolls must await new births. Large groups of
gnolls often have several crude underground complexes
between which they wander. While these caves might not
even be large enough to house the entire group of gnolls,
they provide the group's strongest warriors a place to sleep
in relative safety. Weaker members of the tribe must make
do with the less trustworthy shelters they can set up outside
of the cave complex.
Gnolls have little in the way of power
groups. Among tribes of evil gnolls, the strongest warriors
rule by brute force. Occasionally, exceptionally powerful or
persuasive priests of Yeenoghu will lead a tribe, usually by
ensuring that the strongest warriors are devoted to the dark
worship of the demon prince. Even those rare gnoll tribes
that place a greater value on personal honor are led by the
most physically powerful warrior. Because of this, when
a gnoll adventures with members of other races, he will
sometimes expect to lead if he is the strongest, regardless of
the difficulties he faces when traveling within the members
of other races and regardless of other group members' more
developed social skills.
Religion: Most gnolls pay homage to Yeenoghu, demon
prince of gnolls. Yeenoghu's cruel and selfish beliefs inspire
gnoll priests to keep their people firmly on the path of evil.
Those few gnolls who have managed to pull away from the
dark cult at the center of their people's existence often revere
Obad-Hai or turn away from religion altogether.
Language: Gnolls who travel beyond the homeland of
their tribes usually try to adopt the speaking habits of those
around them, hoping to lessen other humanoid's sense of
discomfort around them. Around their own kind, gnolls
use their racial tongue and usually speak in the imperative,
considering it polite to show strength by phrasing statements
as commands rather than requests.
Names: Gnoll names often sound like
growls to members of other races, featuring multiple "r"
sounds. Gnoll tribal names, although not widely shared
with other creatures, are usually compound words, as in
the following examples.
Male Names: Derror, Grerr, Remmar, Thurrg.
Female Names: Arrna, Mirrin, Ryssa, Thrrae.
Tribal Names: Bloodfist, Greatfang, Speardeath,
Thunderdance.
Adventurers: Gnolls adventure to see the world,
to rise above the savagery of their people, and to find what
civilization has to offer. While some return to their tribes
thinking less of the civilized races because of their experiences
as adventurers, others find wealth, power, or prestige
far beyond the normal images of gnoll warriors.
GNOLL RACIAL TRAITS
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+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
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Medium size.
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A gnoll's base land speed is 30 feet.
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Darkvision out to 60 feet.
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Racial Hit Dice: A gnoll begins with two levels of humanoid,
which provide 2d8 Hit Dice; a base attack bonus of
+1; and base saving throw bonuses of Fort +3, Ref +0, and
Will +0.
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Racial Skills: A gnoll's humanoid levels give him skill
points equal to 5 × (2 + Int modifier). His class skills are
Listen and Spot.
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Racial Feats: A gnoll's humanoid levels give him one feat.
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+1 natural armor bonus.
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Automatic Language: Gnoll. Bonus Languages: Common,
Draconic, Elven, Goblin, Orc.
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Favored Class: Ranger.
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Level adjustment +1.
KILLOREN
A newly risen race of powerful fey, the killoren blend nature's
patience and power with the ambition and aggression of the
humanoid races.
The ancient places of the world stir with a power of their
own. From this power, the killoren have sprung in answer
to the growing might of the humanoid races. Whether
the work of some great nature deity or the spontaneous
creation of the wild power of nature itself, killoren are at
once young and eternal, newly brought to the world but
with unknowably ancient ties to the heart of nature. As fey,
killoren have a tie to nature unmatched by the humanoid
races, but unlike other fey, killoren are not content to wait
in the dark recesses of the dwindling forests.
Killoren are aggressive, ambitious manifestations of
nature's presence and power, and they walk through the
cities of man as easily as they meditate in the glades of a
verdant forest. There are as yet few killoren in the world
compared to the population of humans and other humanoid
races, but their numbers are quickly growing. So far, these
adaptable fey have only come into isolated conflict with evil
powers bent on despoiling nature, but it is obvious that they
are destined for more. The killoren have begun to make
known their presence in the world, and a few far-seeing and
learned sages wonder at the implications of their growing
power and numbers.
Personality: Killoren have an innate connection to
nature's power; as such, the natural world and its best interests
are never far from their thoughts. Killoren also differ
from other races in that they have three different aspects
of their personality that correspond with their ability to
manifest different aspects of nature's might. Killoren who
manifest the destroyer aspect are arrogant and aggressive,
those who manifest the aspect of the hunter are stealthy and
subtle, and those who manifest the aspect of the ancient
think carefully and look deep into the heart of a matter
before voicing their thoughts.
Just as their personality changes slightly when
they manifest a different aspect, the behaviors of individual
killoren change slightly depending on the aspect that they
are manifesting.
Physical Description: Killoren resemble half-elves, and males and females alike
average about 5-1/2 feet in height. They mature quickly, being
full-grown by the age of 10, and live very long lives, hardly
changing at all in appearance for their first century. Killoren
have green or tan skin the texture of a soft, young leaf, and
their limbs are unusually long and slender when compared
with those of the humanoid races. An individual killoren's
hair and eye color depends on which aspect of nature the
killoren is currently manifesting.
Relations: Although tension grows between the killoren
and the humanoid kingdoms, for the most part killoren
remain a curiosity in the eyes of the humans and their
allies. Killoren walk freely within the cities of almost every
civilized race. Of all the humanoid races, the elves are closest
in outlook to the killoren, but even the elves remain curious
about the killoren's recent origin and their ultimate role in
nature's plan.
Killoren Lands: As yet, killoren claim no lands as their own. Killoren
concepts of property and land ownership differ greatly
from those of the humanoid races: They see the world as
belonging to nature itself. As stewards and manifestations
of nature, they might at some point deny others the right to
settle or despoil part of the wild, but their numbers are few
enough that this has not yet come to pass. In the small conflicts
that have cropped up between killoren and particular
groups of evil humanoids, the killoren have not claimed
ownership of the land, instead claiming only that they guard
the land from evil.
Their small communities blend with the
natural world, but many killoren are drawn away from
their home community to mingle with the populations
of the humanoid races. A killoren community might be as
simple as a few families dwelling among the boughs and
shade of a peaceful forest or as remote as a small group
of killoren following game across the frozen steppes of
the far north.
Killoren communities are usually
governed by a group of elder druids and wizards, but any
individual killoren might rise to leadership depending on
his or her personal exploits. These leaders act more as
councilors and protectors than as an organized form of
government, the small size of killoren communities keeping
their roles relatively simple compared to the politics of
the humanoid races.
As the number of killoren grows, so too does their difference
in outlook. A small group of elder killoren, some
having walked among the humanoid races for a hundred
years or more, believe they have seen enough of humans
and the allied civilized races. Calling themselves simply The
Wild, these powerful killoren have chosen to defend their
refuges with magical and physical force. Many of these
killoren are druids and wizards, and their radical outlook
is quickly drawing the attention of both other killoren and
the armies of the human kingdoms.
Religion: Most killoren revere the silent might of nature
itself, although some, particularly clerics, pay homage to the
god Obad-Hai. Killoren do not simply admire nature - they
are part of it. A killoren cannot look at a distant mountain
range without feeling its power and beauty stir her, nor can
a killoren walk through a forest glade without being moved
by the peace and strength of nature. Nature is more than a
distant ideal to the killoren; it is life itself.
Language: Killoren make a great effort to
speak as those around them speak. Learning
the speaking styles as well as the language
of the humanoids they are with gives them
greater insight into the culture and attitudes
of their friends.
Names: Killoren have only one name, and
they choose this name themselves upon declaring their
own maturity, usually near the beginning of their tenth
year of life. Killoren names always have three syllables, the
last of which denotes their family in the same way that a
human's family name shows his or her relation. Example
killoren names include Durmindin, Ennimbel, Kettenbar,
and Shallahai.
Adventurers: Killoren adventure to learn
about the world. Unlike other fey, killoren are driven by
the nameless powers of nature to learn about the humanoid
races and customs. Killoren match the aggression and
ambition of humanoids, but they also maintain the eternal
connection to nature that all fey embody. As killoren grow
in power and number, they form ever-changing opinions
of humans and their allies, helping the causes that they
deem to be one with nature's design and opposing those
who would despoil or destroy nature's beauty. Experienced
killoren might adventure with a more definite purpose -
working to thwart the schemes of a particular religious
cult, protecting nature from wild orcs and goblinoids, or
hunting powerful outsiders that are beyond the reach of
nature's other servants.
KILLOREN RACIAL TRAITS
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Fey: Killoren are of the fey type and are therefore not
affected by spells such as charm person and hold person.
Unlike other fey, killoren gain Hit Dice only by acquiring
levels in a character class.
-
A killoren's base land speed is 30 feet.
-
Low-Light Vision: Killoren can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
Immunity to magic sleep effects and a +2 racial bonus on
saves against enchantment spells or effects.
-
Racial Skills: Killoren have a +2 racial bonus on Handle
Animal and Survival checks.
-
Cold Iron Anathema (Su): Killoren have a difficult time
wielding weapons made of cold iron. Killoren take a -2 penalty
on any attack roll they make with a cold iron weapon
or a weapon made only partially out of cold iron, such as
a cold iron spear or a bow firing cold iron arrows.
-
Manifest Nature's Might (Su): Killoren are forever
bound to the raw forces of nature itself, manifesting this
bond even in their physical form. A killoren can only
manifest one aspect of nature's might at a time. Each
morning as the sun rises, a killoren spends 10 minutes
in quiet meditation, filling her spirit with the aspect of
nature that is most needed for her current tasks. Once
a killoren chooses an aspect, she manifests that aspect
until the next morning, when she chooses again which
aspect to manifest. Many killoren favor one aspect over
the others and rarely choose to manifest one of the other
two aspects.
-
Aspect of the Ancient: While manifesting the aspect
of the ancient, a killoren embodies the deep and ancient
secrets of nature itself. With this bond to nature's secret
lore, a killoren gains a racial bonus on Knowledge (nature)
checks equal to her Hit Dice and gains an additional +2
bonus on saving throws against enchantment effects.
This bonus stacks with the killoren's normal racial
bonus on saving throws against enchantment effects.
While a killoren manifests the aspect of the ancient,
her hair turns white and her eyes turn to the color of a
blue summer sky.
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Aspect of the Destroyer: Many races revere nature for its
power to destroy, but none more so than a killoren manifesting
the aspect of the destroyer. Once per hour (up to a
maximum number of times per day equal to the character's
Charisma bonus, minimum 1), a killoren manifesting the
aspect of the destroyer can make a special smite attack that
deals extra damage to the foes of nature. When making
this smite attack, a killoren adds her Charisma bonus to
her attack roll and deals an extra 1 point of damage per
Hit Die. This smite attack works only against aberrations,
constructs, humanoids, oozes, outsiders, and undead. If a
killoren accidentally smites a creature that is not one of the
creature types listed above, the smite has no effect, but the
ability is still used up for that hour and counts against the
total uses per day. While a killoren manifests the aspect of
the destroyer, her hair and eyes turn a deep, lusterless black;
many find the gaze of a killoren destroyer's coal-black eyes
to be unnerving.
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Aspect of the Hunter: The hunt affects nearly every
aspect of nature and claims a place of great prominence
and importance in the cycle of life. A killoren manifesting
the aspect of the hunt is bound to nature's ancient tradition
of the hunt, and her senses sharpen to an amazing degree.
While manifesting the aspect of the hunt, a killoren gains
a +2 racial bonus on Hide, Listen, Move Silently, and
Spot checks, and a +2 racial bonus on initiative checks.
While a killoren manifests the aspect of the hunter, her
hair and eyes turn a deep forest green, and her skin tone
becomes a deeper brown than when manifesting one of
the other aspects.
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Automatic Languages: Common, Sylvan. Bonus Languages:
Aquan, Auran, Elven, Gnome, Ignan, Terran.
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Favored Class: Druid.
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