LOXOS
Almost like humanoid elephants, the nomadic loxos share the
plains of the Shaar with humans and others. Loxos are hunter-gatherers
that prefer the seclusion that comes with miles of open
terrain and little interaction with other species. They have roamed
the plains for some two centuries, claiming to have arrived from
another world via mysterious means. Only the loxos are certain
where they came from, and they do not speak of it.
Personality: Loxos are peaceful creatures that want nothing
so much as to be left alone. Though they are not aggressive, they
defend their herds ferociously, able to fight in a terrible rage when
necessary. They are fond of geometric patterns in their simple
clothing, particularly with circle or diamond shapes, and enjoy
creating rustic works of art to trade.
Physical Description: A loxo appears to be a bipedal elephant,
albeit a bit smaller. Its skin is bluish-gray, wrinkled, and covered
with rough, sparse hair. It has stocky limbs and fingers, flat feet,
and large ears. Its most striking feature is the pair of trunks
that grow from its face, framed by large
tusks. Each trunk is about 2 feet long
and has three fingerlike digits at
the end. The typical loxo stands
about 7 to 7-1/2 feet tall
and weighs about 500
pounds.
Relations: Loxos prefer the company of their own kind, but
do not go out of their way to discourage visitors unless they know
hostilities are likely. They come into the cities to trade from
time to time, particularly to offer pieces of their artwork for
sale. Otherwise, left to their own devices, loxos avoid the other
nomads of the Shaar.
Alignment: Isolationist by nature, loxos do not involve themselves
in causes or in other species' problems. They are removed
from the struggles between good and evil that surface in other
parts of the world, favoring neither side. To the loxos, everything
has its place, but extremes can be detrimental to the survival of
the herd. Loxos tend to be true neutral.
Religion: Loxos venerate nature and strength, having a prevalent
druidic tradition and a secondary priesthood. The worship of
the druids appears to focus on an entity that must be an aspect
of Hiatea, a deity of giants, but also one of nature, agriculture,
hunting, and childbirth. Many loxo clerics worship their vision
of Hiatea, while some favor an aspect of Iallanis (also a deity of
giants) for his strength and healing ability.
Language: Loxos speak their own language. Many of them also
learn Common and Shaaran to trade or negotiate effectively.
Names: Male Names: Alagar, Debib, Gaugan, Jatik, Ranjeet, Rohap,
Taral, Varien.
Female Names: Agrit, Bakal, Devrika, Jamune, Kasi, Lavika,
Otala, Ranial, Shali, Tarali, Valsha.
Adventurers: As is often the case with youths, young loxos
occasionally feel a need to travel beyond the traditional territory
of their herd. Intrigued by humans and other races, some loxos
take up with a group of adventurers for an experience of life
beyond the Shaar.
Regions: Most loxos live in the Shaar, though a very few
might hail from the Golden Water region.
LOXO RACIAL TRAITS
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+8 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. Loxos
are powerful physical specimens, but their lack of contact with
outsiders limits their abilities of persuasion.
-
Monstrous Humanoid: Loxos are not subject to spells or
effects that affect only humanoids, such as charm person or
dominate person.
-
Large: As a large creature, a loxo has a -1 penalty to Armor
Class, a -1 penalty on attack rolls, a -4 penalty on Hide checks,
a +4 bonus on grapple checks, and his lifting and carrying
limits are double those of Medium characters.
-
Space/Reach: 10 ft./10 ft.
-
Loxo base land speed is 30 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A loxo begins with five levels of
monstrous humanoid, which provide him with
5d8 Hit Dice, a base attack bonus of +5, and
base saving throw bonuses of Fort +1, Ref +4,
Will +4.
-
Racial Skills: A loxo's monstrous humanoid
levels grant him skill points equal to 8 × (2 +
Int modifier). Class skills include Climb, Listen,
Spot, and Survival.
-
Racial Feats: A loxo's monstrous humanoid
levels grant him two feats.
-
Weapon and Armor
Proficiency: A loxo is automatically
proficient with
simple weapons and light armor.
-
Natural Attacks: Loxos can
attack with their trunks. A
loxo can make single attack with one
trunk (as a slam attack) that deals 1d6
points of damage, or with a full-attack
action, he can make slams with both
trunks. As part of a full-attack action
with another weapon, a loxo can make one
secondary attack using a single trunk at his highest
base attack bonus -5.
-
Natural Armor: +4 natural armor bonus.
-
Berserk Rage (Ex): A loxo that sees a clan
member killed or incapacitated enters a berserk rage. The
loxo gains a +4 bonus to Strength, a +4 bonus to Constitution,
and a +2 morale bonus on Will saves, but takes a -2 penalty
to Armor Class. This rage lasts a number of rounds equal to
3 + the loxo's (newly improved) Constitution modifier. After
the rage ends, the loxo is fatigued (-2 penalty to Strength,
-2 penalty to Constitution, can't charge or run) until the
end of the encounter.
-
Trample (Ex): As a standard action, a loxo can trample
creatures of Medium size or smaller. The loxo merely has
to move over the opponents. The trample deals 1d8 (plus
1-1/2 times the loxo's Strength bonus) points of bludgeoning
damage. A trampled opponent can make an attack of
opportunity with a -4 penalty against the trampling loxo
or attempt a Reflex save for half damage. The DC for the
Reflex save is 10 + 2 (1/2 of the loxo's racial HD) + the
loxo's Str modifier.
-
Automatic Languages: Loxo. Bonus Languages: Common,
regional dialects.
-
Favored Class: Ranger. A multiclassed loxo's ranger class does
not count when determining whether he takes an experience
point penalty for multiclassing.
-
Level Adjustment: +2.
THRI-KREEN
Thri-kreen are a mantislike race of hunters that travel in packs
across the grasslands of the Shaar. They are reclusive and alien
to most other creatures that share the plains with them.
Their physical nature and aggressive hunting tactics make
them superior in the region, but thri-kreen do not usually
attack other sentient creatures without provocation.
Personality: Thri-kreen have no
solid personalities as humans
would define them.
Unpredictable in everything
they do, thri-kreen
do not evidence much emotion in their
behavioral patterns. Their faces are incapable
of exhibiting most feelings, but
agitation does show in the rapid motion
of antennae and mandibles. The
focus of the thri-kreen
is always on survival, and they respect
only prowess and strength.
Physical Description: A thri-kreen
looks like a bipedal praying mantis,
between 4-1/2 and 7 feet tall, weighing
100 to 375 pounds. Of the six
limbs protruding from a thrikreen's
midsection, two are
used for walking, and each
of the other four ends in
a four-fingered hand. A
sand-colored exoskeleton
covers an adult thri-kreen's
body. Two compound eyes, two antennae, and a complicated jaw
structure, which includes a pair of wicked mandibles, give the
head an insectlike appearance. The typical thri-kreen wears a
harness, belt, and slings for holding its equipment, but no other
clothing or armor.
Relations: Thri-kreen neither seek nor shun contact with
other races. They simply exist with other species and share territory
so long as others do not begin to over hunt an area or waste
precious resources. If a thri-kreen pack perceives interlopers as
a danger, they attack relentlessly, heedless of their own safety,
until the threat is either driven off or slain. Lacking any sense
of honor or loyalty, thri-kreen are a hard species with which
to negotiate.
Alignment: Thri-kreen lack devotion beyond the convenience
of joining with exceptional hunting companions, and are spontaneous
in most of their actions. Adding to this chaotic behavior, they
have no traditions of their own and see little value in those of
others. Further, while thri-kreen are not needlessly cruel or evil,
they do not go out of their way to help others. Simple existence
and survival rule the thri-kreen way of life - the strong live and
the weak die.
Religion: Thri-kreen have no established religious practices.
However, some of them have become attuned to the hunting and
resource aspects of nature deities, such as Silvanus or Malar, and
developed druidic spellcasting abilities. Others, perhaps influenced
by Shaaryan neighbors, see the power in following Tempus or
Akadi and become clerics of one of these deities.
Language: Thri-kreen speak their own language, Thri-Kreen,
which is composed of clicks and snaps of their mandibles. Most
thri-kreen learn to speak a smattering of Common if their packs
roam near humanoid civilizations.
Names: Thri-kreen make no distinction between male and
female names, and they have no surnames.
Thri-kreen Names: Chit'al, Drik-chkit, Gulnik, Kiktul,
Klaktuk, Krik, Pok, Ptekwe, Tal'tich, Tilnak, Tik-tik.
Adventurers: Thri-kreen sometimes break with the pack
and explore lands beyond their hunting grounds. Typically,
this activity is at the behest of leaders, who feel information is
important for the survival of the pack. Lone thri-kreen often
become caravan guards or join with those that roam the lands,
seeking only to better survive, but learning the ways of other
folk in the process.
Regions: The Shaar.
THRI-KREEN RACIAL TRAITS
-
+2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom, -4
Charisma. Thri-kreen are superior physically, but their alien
thinking prevents them from easily grasping higher concepts
or dealing well with others.
-
Monstrous Humanoid: Thri-kreen are not subject to spells or
effects that affect humanoids only, such as charm person or
dominate person.
-
Medium: As Medium creatures, thri-kreen have no special
bonuses or penalties due to their size.
-
Thri-kreen base land speed is 40 feet.
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Darkvision out to 60 feet.
-
Thri-kreen do not sleep and are immune to sleep spells and
similar magical effects. A thri-kreen spellcaster still requires
8 hours of rest before preparing spells.
-
+3 Natural Armor: A thri-kreen's exoskeleton is tough and
resistant to blows.
-
Multiple Limbs: Thri-kreen have four arms, and thus
can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.
Thri-kreen can also take the Multiattack feat. These are not
bonus feats.
-
Natural Attacks: Thri-kreen can attack with four claws and
a bite. The claws deal 1d4 points of damage, and the bite is
a secondary attack that also deals 1d4 points of damage. A
thri-kreen can attack with a weapon (or multiple weapons) at
its normal attack bonus and make either a bite or claw attack
as a secondary attack. For example, a thri-kreen ranger with
the Multiweapon Fighting feat who is armed with four short
swords could attack with all four swords at a -2 penalty (the
normal penalty for fighting with multiple weapons while using
light weapons in off hands) and also make a bite attack at a
-5 penalty.
-
Poison (Ex): Injury (bite), initial damage 1d6 Dex, secondary
damage paralysis for 2d6 minutes, DC 11 + the thri-kreen's
Con modifier. A thri-kreen produces enough poison for one
bite per day.
-
Leap (Ex): Thri-kreen are natural jumpers. They have a +30
racial bonus on all Jump checks.
-
Weapon Familiarity: Thri-kreen can treat the gythka and
chatkcha as martial weapons, rather than
exotic weapons.
-
Naturally Psionic: When using the Expanded Psionics Handbook,
thri-kreen gain 1 bonus power point at 1st level. This
benefit does not grant the ability to manifest psionic powers
unless such powers are gained through another source, such
as levels in a psionic class.
-
Psi-Like Abilities: When using the Expanded Psionics
Handbook, apply the following psi-like abilities to a thri-kreen.
3/day - chameleon, know direction and location; 1/day - greater
concealing amorpha, metaphysical claw. Manifester level is
equal to 1/2 the thri-kreen's Hit Dice (minimum 1st).
-
Racial Hit Dice: A thri-kreen 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, Will +3.
-
Racial Skills: A thri-kreen's monstrous humanoid levels grant
skill points equal to 5 × (2 + Int modifier). Class skills include
Balance, Climb, Hide, Jump, Listen, and Spot.
-
+4 racial bonus on Hide checks in sandy or arid settings,
including the Shaar.
-
Racial Feats: Thri-kreen characters gain Deflect Arrows as a
bonus feat. In addition, a thri-kreen's monstrous humanoid
levels grant one feat.
-
Automatic Languages: Thri-kreen. Bonus Languages: Common,
Shaaran.
-
Favored Class: Ranger.
-
Level Adjustment: +1. If you are using the Expanded Psionics
Handbook, a thri-kreen has a level adjustment of +2 due to his
natural psionic abilities.
CYCLOPES
Cyclopes are loutish giants that enjoy tormenting and eating
smaller folk. They are easily tricked, but they fight fiercely and
to the death.
Cyclopes look like very tall humans with light tan to deep
brown skin, a dark eye, and dark hair. They dress in hides. Their
teeth are usually crooked and yellowed, and they are fond of crude
jewelry made of bones and colorful rocks.
Cyclopes like to attack from higher ground, usually springing up
from behind outcroppings of rock where they can hurl boulders
with minimal risk to themselves.
Cyclopes are aggressive and enjoy raiding caravans, taking
whatever goods interest them, and capturing humanoids
for food. Whether alone or in a small band, cyclopes
lair in shallow caves on mountainsides. They seem
to be particularly bad-tempered and rarely bargain
or trade, preferring to attack any and all interlopers,
including other giants.
Most cyclopes never interact with other races, except
in combat, but a loner occasionally finds his way into
civilization and adapts to different ways. The few
cyclopes that become clerics worship Grolantor and may
choose two of the following domains: Chaos, Death,
Earth, Evil, or Hatred.
CYCLOPS RACIAL TRAITS
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+16 Strength, -2 Dexterity, +8 Constitution, -4
Intelligence, -2 Wisdom, -4 Charisma.
-
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/10 feet.
-
Cyclops base land speed is 40 feet.
-
Low-light vision.
-
Racial Hit Dice: A cyclops begins with 13 levels
of giant, which provide 13d8 Hit Dice, a base attack
bonus of +9, and base saving throw bonuses of Fort
+8, Ref +4, and Will +4.
-
Racial Skills: A cyclops's giant levels grant skill points equal
to 16 × (2 + Int modifier). Class skills include Climb, Jump,
and Spot.
-
Racial Feats: A cyclops's giant levels grant five feats.
-
Weapon and Armor Proficiency: A cyclops is automatically
proficient with simple weapons.
-
+10 natural armor bonus.
-
Natural Attack: 2 slams (1d4).
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Rock Throwing (Ex): Adult cyclopes are accomplished rock throwers and receive a +1 racial bonus
on attack rolls when throwing rocks. A cyclops can hurl rocks weighing 40 to 50 pounds each (Small objects)
up to five range increments. The range increment is 120 feet.
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Rock Catching (Ex): A cyclops can catch Small, Medium, or Large rocks (or projectiles
of similar shape). Once per round, a cyclops that would normally be hit by a rock can make
a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one,
and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC
increases by that amount.) The cyclops must be ready for
and aware of the attack in order to make a rock catching attempt.
-
Automatic Languages: Giant. Bonus Languages: Common,
regional dialects.
-
Favored Class: Barbarian.
-
Level Adjustment: +4.
TASLOI
Tasloi are jungle inhabitants whose race is thought to be thousands
of years old. They are quick and nimble in the trees and prefer
to spend their time among the branches.
A tasloi stands about 3 feet tall and weighs between 30 and
40 pounds. They walk in a crouching posture, dragging their
knuckles at times. Their skin is green and thinly covered with
coarse, black hair. Tasloi have gold, catlike eyes.
Tasloi normally attack from above, dropping from the surrounding
treetops onto their unwary opponents. If they gain surprise,
they use their nets to ensnare adversaries, otherwise attacking
with their short swords and javelins. They use hit-and-run tactics
to wear down tough foes, always avoiding a stand-up fight. If they
manage to down an enemy, tasloi always try to abscond with the
body - food for the group.
The tasloi live in loosely structured bands consisting of several
families. Their lairs are usually a series of large trees interconnected
by vines and ropes. Each tree sports platforms, 50-100
feet above the ground, upon which the tasloi live. Some tasloi work
and live on the ground, along with the village's "livestock."
That livestock includes a number of dire rats and, occasionally,
several spider eaters. The rats are kept as pets and used to aid in
construction, maintenance, and protection of the community.
Medium dire rats are used as mounts. If the village has any spider
eaters, these beasts are reserved as steeds for the most powerful
tasloi in the settlement.
Tasloi clerics worship an aspect of the goblin deity Maglubiyet and may choose
to two of the following domains: Destruction, Evil, Planning, or
Trickery.
TASLOI RACIAL TRAITS
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-2 Strength, +2 Dexterity, -2 Charisma.
-
Small size: +1 bonus to Armor Class, +1 bonus on attack
rolls, +4 bonus on Hide checks, -4 penalty on grapple checks,
lifting and carrying limits 3/4 those of Medium characters.
-
Tasloi base land speed is 30 feet. Tasloi have a climb speed of 20 feet.
-
Low-light vision.
-
Light Sensitivity (Ex): Tasloi are dazzled in bright sunlight
or within the radius of a daylight spell.
-
Tasloi have a +4 racial bonus on Hide and Move Silently checks. In thickly
forested areas, the Hide bonus increases to +8. A tasloi uses its
Dexterity modifier for Climb checks and has a +8 racial bonus
on Climb checks. A tasloi can always choose to take 10 on Climb
checks, even if rushed or threatened.
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Automatic Languages: Tasloi. Bonus Languages: Common,
Sylvan, regional dialects.
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Favored Class: Rogue.
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