RACES OF FORGOTTEN NUMENERA
V.3.0
Standard Core Races: Dwarves Gnomes Halflings Humans Elemental Outsider Races: Ifrit (fire)* Oread (earth)* Sylph (air)* Undine (water)* Forgotten Numenera Races: Bariur Githzerai Grippli* Halflings (Talenta) Kobold Maug Mind Flayers Nerra Shifter Vanara* Varjellen Warthoon Wood Woad *Found in the Advanced Race Guide and on the Pathfinder SRD SO WHY THESE RACES? Two reasons. The first is practicality. There are actually miniatures for all these races. The second is the strange nature of the Forgotten Numenera Realms. These races have a strangeness to them that lend itself to this Ninth Age of the Realms. SO WHERE ARE THE ELVES AND THE HALFRACES? There are no half-races because nature has ended the ability for humans and other races to genetically crossbreed. As far as the elves go we’ll find out what happened to them as the campaign unfolds.
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BARIAUR BARIAUR
Native to the rolling hills and woods of Faerûn, the centaurlike bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle. To those unfamiliar with them, bariaurs appear carefree or even irresponsible, but this behavior is merely the outward sign of their wanderlust. They rarely remain in one place for long, preferring a life of travel to sedentary existence. When evil rears its ugly head, this carefree demeanor disappears, replaced by single-minded pursuit of that which endangers good folk of the area. Physical Description: Standing roughly half a foot taller than a human, a bariaur resembles a centaur. Its lower body is that of a ram, with sleek brown or golden fur and cloven hooves. Its upper body is humanlike, powerfully muscled and sporting a pair of ramlike horns atop its head. The skin of a bariaur ranges in color from pale tan to deep nut-brown. The typical male weighs nearly 300 pounds, with females about 40 pounds lighter. The average bariaur reaches adulthood at about the same age as a halfling, and the eldest members of the race live to well over 200 years of age. Society: Creatures of wanderlust, bariaurs rarely remain in one place for long. Their flocks follow a single leader who remains in charge as long as he or she can defeat opponents in a “clash of horns” (a sequence of charge attacks similar to a jousting competition). Bariaurs love contests of all kinds, eagerly matching wits in a tale-telling competition, racing across the great
grasslands of Faerûn, or leaping from river rock to river rock until only one bariaur remains dry. They’re eager to try the mettle of newcomers and visitors in these events, which tend to be sources of good-natured amusement rather than rigorous tests of fitness. Rare is the bariaur who takes a contest too seriously; he or she is sure to be admonished to lighten up by the flock’s elders. Relations: Bariaurs are social and outgoing, though not foolishly trusting. They get along well with gnomes, halflings, and humans. They grudgingly accept dwarves as allies against evil. They are moderately suspicious of races with heritages tied to planes of evil or shadow, but they prefer to take a positive outlook about individuals until proven wrong. Religion: Bariaurs revere Silvanus The Forest Father, more than most other deities. Some venerate Tempus The Foehammer, or Amaunator The Keeper of the Yellow Sun. Adventurers: The bariaur’s wanderlust makes him an ideal adventurer. Though leaving the flock can be a difficult decision, a young bariaur who seeks to take the fight to the evil creatures of the multiverse fits in well with most adventuring groups. Bariaurs frequently follow the path of the ranger, though bariaur fighters and barbarians are also common. Male: Bex, Hul, Jek, Menok, Ril, Wyk. Female: Daeth, Hysh, Saph, Tyth, Vash. Flock Names: Cloverfield, Dalewatcher, Hillwalker, Woodstrider.
BARIAUR CHARACTERS
Bariaurs are swift, even while armored, and they are capable combatants with or without weapons. +2 Strength, –2 Charisma: Bariaurs are powerful, but they have underdeveloped social skills.. Medium: Bariaurs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Bariaurs base land speed is 40 feet. Darkvision: Bariaurs can see in the dark up to 60 feet. Bariur Immunities: Bariaurs get a +2 racial saving throw bonus against enchantment spells and effects. Hooves: A bariaurs hooves deal 1d4 points of damage (plus Strength modifier). Keen Senses: Bariaurs receive a +2 racial bonus on Perception skill checks. Powerful Charge: A charging bariaur can make a single gore attack that deals bludgeoning damage equal to 2d6 + 1-1/2 times the bariaur’s Str modifier. Quadruped: As quadrupeds, bariaurs have a +4 bonus on CMD checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding (usually made of studded leather) instead of normal armor and cannot wear boots designed for humanoids. Languages: Bariaurs begin play speaking Common and Celestial. Bariaurs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 2
BARIAUR Bariaurs relish a good fight, charging into battle with their heads lowered. Once they’ve pounded their way through the front ranks of their foes, they press the attack in melee while other bariaur archers pepper the defenders with a hail of arrows. Charge (Ex): A bariaur often begins a battle by charging at an opponent, lowering its head to smash its rams’ horns against a foe. In addition to the normal benefits and hazards of a charge, this allows the bariaur to make a single gore attack that deals 2d6+1 points of bludgeoning damage. Hooves (Ex): A bariaur has two hoof attacks that are natural weapons dealing 1d4 points of damage (plus Strength modifier)
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GITHZERAI Githzerai are a hard-hearted, humanlike people who formerly dwelt in the plane of Limbo, secure in the protection of their hidden monasteries, but now make their home on Toril. Severe and serious, the githzerai tend toward somberness both in dress and personality. Physical Description: Githzerai are humanoids, thinner and taller than humans with sharp features, long faces, and eyes of grey, black, or yellow. They have a thin, angular frame, and limbs that look like they are made of nothing but strings of muscle knotted around bone. Githzerai average more than 6 feet tall and weigh about 160 pounds. Some have gray eyes instead of yellow. All of them dress in drab, unadorned clothing. Society: During the Spellplague and the collapse of the Weave all the githzerai monasteries were destroyed in the dramatic crushing contraction and then explosive expansion of Limbo. Those githzerai that acted quickly were able to plane shift to the Material Plane. The githzerai survivors now make their home in a handful of small isolated monastery-towns scattered throughout the mountains and Underdark of Toril. Roughly half of the githzerai people devote themselves to order and become highly disciplined monks, while the remainder give in to their arcane bloodline and become sorcerers. There is little friction between the two halves of githzerai society, as each respects the others’ talents. Relations: Githzerai believe that members of other races cannot truly understand them, and seem sombre and standoffish to friendlier races. Githzerai have no true enmity
towards most races, however, and can dwell in human, elven, and multicultural communities without difficulty. Religion: Lawful githzerai ascetics often devote themselves to the god Irori, while the chaotic anarchs worship various chaotic gods, demons, and angels, depending on their whims. Nethys, the dualistic god of creation and destruction, appeals to both factions. Adventurers: Many githzerai are monks; however, sorcerers, rogues, and multiclass githzerai (called zerths) are also indispensable members of a monastery. Githzerai do not fear being caught defenseless, because their bodies are weapons. Able to fight weaponless and armorless, githzerai monks yearn to bring the “good fight” to their enemies, the daelkyr and the sathosh. In melee, githzerai sorcerers often use their powers to enhance the monks, psychic warriors, and rogues. Male: Arja’rok, Beezil, Dak’kon, Fri’hi, Hailcii’n, Kars’ten, Retholien, Selqant, Toryg, Tovus, Try’ig’or, Vilquar, Yves, Zerchai Female: Ach’ali, Devorxa, Elezpah, Imogen, Jebeel, Ji’li’kai, K’atzn’ii, Kii’na, Lar’il, Moraan, Ro’jhi, T’cha, Torpel’lin GITH RACIAL FEATS Githzerai can take the following racial feats: GITH JUMP Prerequisite: Gith spell-like abilities. Benefit: You can use jump (self only) as a spell-like
GITHZERAI CHARACTERS
Githzerai are quick of mind and of body, although their thin frames do not possess the power of other races. The introspection of most githzerai causes their perceptiveness and understanding of other people to suffer. +2 Dexterity, +2 Wisdom, -2 Intelligence Medium: Githzerai are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Githzerai base land speed is 30 feet. Darkvision: Githzerai can see in the dark up to 60 feet. Githzerai Magic: Githzerai have several innate spell-like abilities. The caster level for these effects is equal to the githzerai’s level. The DC for these powers is equal to 10 + the spell’s level + the githzerai’s Charisma bonus. Spell-Like Abilities: 1/day - Daze, Feather Fall (self only), Mage Armor (self only), Shatter Spell Resistance: A githzerai has spell resistance equal to its class levels + 6. Languages: Githzerai begin play speaking Gith and Common. Githzerai with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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GITHZERAI ability four times per day. Your effective caster level is equal to your total character level. DCs are Charisma-based. If you acquire the Greater Gith Magic feat more than three times, it’s effects also applies to this spell-like ability each time you take it after the third time. GREATER GITH MAGIC Prerequisite: Githzerai spell-like abilities. Benefit: You can use each of your githzerai spell-like abilities one additional time per day. Special: This feat can be taken multiple times. Its effects stack, each time adding an additional use per day of all the spell-like abilities listed. SHARED GITH MAGIC Prerequisite: Githzerai spell-like abilities. Benefit: Your githzerai spell-like abilities that are normally limited to “self only” are no longer limited this way and you can now target allies with them normally. Katal Hazath, Gateway to the Underdark One of the more accessible entrances to the Underdark is the githzerai enclave of Katal Hazath. Located in the Orsraun Mountains between Nathlan and Turmish, Katal Hazath sits atop a circuitous network of tunnels that lead down into the heart of the Underdark. Because the githzerai hate the daelkyrs, and other denizens of the Underdark, explorers from the surface world can often get guided and reasonably safe passage into the underground world.
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HALFLINGS, TALENTA Savage masked hunters and deadly dinosaur riders, Faerûn halflings present an imposing image that they meet and easily exceed. Talenta halflings stand apart as a unique and important force on the continent. Deadly hunters and dinosaur riders, Talenta halfling adventurers bring their brutal and predatory ways to everything they do. Donning their hunter’s masks, Talenta halfling adventurers make prey of enemies, herding foes into traps and harrying villains with surprise attacks. Physical Description: Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A halfling’s ears are pointed, but proportionately not much larger than those of a human. Society: Talenta halflings roam the plains that are their namesake. Talenta halflings travel through these rolling, arid grasslands in the traditional tribal units much as halflings have done for thousands of years. Nomadic by nature, Talenta halflings rarely stay in one place for more than a month and move the tribe to follow the herds they hunt. Not wanting to slow themselves or their dinosaur mounts, Talenta halflings carry few possessions. What items they do carry they decorate heavily. Their tents in particular bear ornate designs. Most Talenta art features bold geometric shapes and thick lines, and their tents use these designs along with pictures to tell the story of the tribe’s history. Relations: Most of the world views Talenta halflings
as strange and savage. Their culture is alien and often frightening to outsiders. Talenta halflings take no pains to hide the brutality of their traditions and see no reason to excuse their ways. This is balanced in most people’s eyes by the fact that the halflings generally have no prejudice against other races beyond their generally dim view of urban life. Religion: Halflings honor the spirits of their ancestors and the spirits of their dinosaur mounts. Every halfling warrior hopes to unite his spirit with his mount’s in the heat of battle, so that his spirit might be as worthy of reverence after death as his dinosaur’s spirit already is. The hunting mask worn by halfling hunters and warriors is a symbol of that spiritual bond. Adventurers: Talenta halflings make good rangers and rogues, and many hunters take both classes. Druid and ranger Talenta halflings can ride dinosaur animal companions. Of course, the mounted combat feats suit a Talenta halfling well, and Dinosaur Hunter and Dinosaur Wrangler, feats described later, offer Talenta halflings strong choices to help them deal with their mounts and their prey, as well as dinosaurs they might encounter while adventuring or during war. Male: Gagi, Kabelund, Lanudo, Mabu, Rathan, Toebo Female: Dovi, Hebblu, Mebsa, Shenta, Studa, Tatha
HALFLINGS (TALENTA) CHARACTERS
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with boomerangs and treat any weapon with the word “Talenta” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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HALFLINGS, TALENTA Deadly hunters and dinosaur riders, Talenta halfling adventurers bring their brutal and predatory ways to everything they do. Donning their hunter’s masks, Talenta halfling adventurers make prey of enemies, herding foes into traps and harrying villains with surprise attacks. Adventuring Talenta Halflings: Talenta halflings who leave their tribes for lives of adventure often learn to move between societies, taking up the ways of their citybound relatives around other cultures and donning their hunter’s masks upon returning home to the Talenta Plains. Other Talenta halfling adventurers remain bound to their tribal ways. These adventurers are something of a curiosity in the cities of Khorvaire and have a fierce reputation that can make interacting with others difficult. Talenta halflings are hunters. Risk takers by nature, many Talenta halflings therefore consider adventurers to be kindred spirits. On the other hand, Talenta halflings are bound by tradition, and those who break from that tradition are viewed with distrust. The tribal halfling (either with a house connection or not) that leaves the Plains to take up the life of an adventurer is noticed wherever he or she goes. In full tribal gear, hunter’s mask, and with a dinosaur at his side, the tribal halfling makes an imposing figure wherever his adventures take him. Lands: Talenta halflings roam the plains that are their namesake. Talenta halflings travel through these rolling, arid grasslands in the traditional tribal units much as halflings have done for thousands of years. Nomadic by nature, Talenta halflings rarely stay in one place for more than a month and move the tribe to follow the herds they hunt. Settlements: The Talenta Plains hold only one permanent halfling settlement: Gatherhold, the communal city of all tribes. Talenta halfling tribes live in temporary camps made up of tents they can easily set and strike. Not wanting to slow themselves or their dinosaur mounts, Talenta halflings carry few possessions. What items they do carry they decorate heavily. Their tents in particular bear ornate designs. Most Talenta art features bold geometric shapes and thick lines, and their tents use these designs along with pictures to tell the story of the tribe’s history. Power Groups: Talenta halflings share rule of the Talenta Plains. Just as halflings hold each individual to be equal in the eyes of the tribe, each tribe is held to the same worth as all the others, no more or less important. The halflings collectively “rule” their nation by sharing a culture and values, and by uniting against common foes. The halfling called Halpum has the title of lathon, meaning leader of many clans. Lathon Halpum spoke for the united halfling tribes at diplomatic conclave at the end of the Last War. His diplomacy garnered the halflings their own nation, freeing them from vassal status and nominal conquest by nearby countries. Lathon Halpum is still greatly respected by many and could likely unite the tribes again should the need arise. Beliefs: Talenta halflings follow a unique religion of spiritualism blended with worship of Balinor, Lord of Beasts and the Hunt. Hunting is a powerful concept in Talenta
halfling culture, and all halflings in a tribe are considered hunters despite what their daily duties might be. Talenta halflings honor both the spirits of their dead and the spirits of the dinosaurs they ride and hunt. In particular, they value the souls of their mounts, believing that by putting on their hunting masks and riding their mounts into battle or the hunt they bond with the dinosaurs, sharing souls. Language: Talenta halflings tend to be suspicious of the habits and trappings of civilization. Because of this, they often don’t know or refuse to use other races’ words for objects. When speaking another language, they might use phrases to identify objects rather than the objects’ names. In conversation about topics outside their realm of experience, Talenta halflings tend to remain silent and attentive despite a disinterested air they might adopt. When speaking of things about which they know, Talenta halflings assume leadership roles and might even be patronizing to other races or more settled halflings. Relations: Most of the world views Talenta halflings as strange and savage. Their culture is alien and often frightening to outsiders. Talenta halflings take no pains to hide the brutality of their traditions and see no reason to excuse their ways. This is balanced in most people’s eyes by the fact that the halflings generally have no prejudice against other races beyond their generally dim view of urban life.
TALENTA HALFLING ENCOUNTERS
Halfling leaders are called laths. These officials are elected by popular vote from among the halfling tribe as a whole. Laths are often chosen for their strong hunting skills and their ability to lead the tribe during times of trouble. A lath leads only for as long as he demonstrates the ability to lead and maintains the confidence of the tribe. Losing the leadership position rarely holds much stigma, however; only one of the tribe can lead at a time, and being chosen to lead at all is still a great honor. The statistics block below describes a halfling who might be lath for his tribe. A powerful warrior and peerless hunter, the lath might be one who can gather tribes under his leadership and become a lathon.
ROLEPLAYING A TALENTA HALFLING
Here are some tips for roleplaying a Talenta halfling. Feel free to use any or all of them. You are a hunter by nature, so describe things in terms of predator and prey. Don’t wear your hunter’s mask unless you intend to capture or kill some creature. Donning it is a sacred act. When you don your hunter’s mask, you experience a spiritual change. You become one with the hunt. When your mask is on, speak little if at all. Communicate with your companions with hand motions and whistles. Civilization distances you from the spirits of your ancestors and the dinosaurs that are a cornerstone of your religious belief. If you must be in civilization for long, look for ways to reconnect to the natural world. You might leave town to sleep on the earth outside the city walls, or climb 7
HALFLINGS, TALENTA the tallest building to gain an unblocked view of the sky.
TALENTA FEATS BOOMERANG DAZE [RACIAL] You can daze the targets of your boomerang attacks. Prerequisites: Proficiency with Talenta boomerang, base attack bonus +4. Benefit: When you attack with a Talenta boomerang, any target creature that takes damage must succeed on a Fortitude save (DC 10 + damage dealt) or be dazed for 1 round (until just before your next action). If you have the Boomerang Ricochet feat, you can daze both targets. Special: A halfling fighter from the Talenta Plains can select Boomerang Daze as one of his fighter bonus feats. BOOMERANG RICOCHET [RACIAL] You can strike up to two foes with a single boomerang throw. Prerequisites: Dex 13, proficiency with Talenta boomerang, base attack bonus +4. Benefit: You can hurl a Talenta boomerang in such a way that it ricochets off one target to strike a second target of your choice. If your initial attack hits, you immediately make a second attack roll at a –2 penalty against any target adjacent to the original target. If the first target is hit by a sneak attack with a boomerang under the effect of this feat, the second target is not also vulnerable to a sneak attack on the ricochet. Special: A halfling fighter from the Talenta Plains can select Boomerang Ricochet as one of his fighter bonus feats. DINOSAUR HUNTER [RACIAL] Your extraordinary knowledge of dinosaurs grants you special aptitude for tracking and hunting them. Prerequisites: Halfling, Knowledge (nature) 1 rank, Survival 1 rank, region of origin Talenta Plains. Benefit: You gain a +2 bonus on Listen, Spot, and Survival checks when using these skills against dinosaurs, and a +2 bonus on Knowledge (nature) checks involving dinosaurs. In addition, you gain a +2 bonus on weapon damage rolls against these creatures. DINOSAUR WRANGLER [RACIAL] You are attuned to dinosaurs and possess a special bond with them. Prerequisites: Halfling, Handle Animal 1 rank, region of origin Talenta Plains. Benefit: You gain a +4 bonus on Handle Animal and wild empathy checks when dealing with dinosaurs, and a +4 bonus on Ride checks when riding a dinosaur. FRIEND OF THE TRIBES [RACIAL] You are deeply familiar with the tribes of the Talenta Plains. Benefit: You gain a +2 bonus on Diplomacy, Perception (Gather Information), and Sense Motive checks when the target is a halfling.
When you meet a halfling, you can attempt a DC 15 Sense Motive check as a full-round action to determine what tribe he or she is from. If you fail the check, you can repent it after 1 minute of interaction with the halfling. A second failure allows no further attempts. SHAPED SPLASH [RACIAL] Your expertise with thrown weapons enables you to use splash weapons more effectively. Prerequisites: Halfling, Dex 13, base attack bonus +1. Benefit: If you throw a splash weapon and it hits the creature you target, you can immediately make a second attack against any creature adjacent to the first. If the second attack succeeds, the secondary target also takes direct hit damage from the thrown TALENTA DINOSAUR BOND [RACIAL] You have undergone grueling training on dinosaur back and are skilled in the halfling techniques of fighting while mounted. Prerequisite: Halfling, Ride 6 ranks, Mounted Combat Benefit: Choose a particular dinosaur mount that you are familiar with. You gain a +4 insight bonus on Ride checks made in conjunction with that mount. In addition, as long as you are mounted on that creature, both you and your mount gain a +1 insight bonus to AC and on Reflex saves. Special: If your mount is killed, you can apply this feat to a new mount after seven days have passed. TALENTA DRIFTER [RACIAL] Your extensive travels on the Talenta Plains give you an advantage while in that region. Prerequisite: Halfling. Benefit: You gain a +2 bonus on Hide, Spot, and Survival checks you make while in the Talenta Plains. TALENTA WARRIOR [RACIAL] You have trained with the ancestral weapons of the Talenta halflings and are particularly adept at striking from the back of a dinosaur mount. Prerequisites: Halfling, region of origin Talenta Plains. Benefit: You treat the Talenta sharrash, the Talenta tangat, and the Talenta boomerang as martial weapons; you gain a +1 bonus on damage rolls with any of those weapons while mounted. If you have any of the following feats for the Talenta sharrash, Talenta tangat, or Talenta boomerang, you can apply the feats’ effects to all three weapons: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. EQUIPMENT Boomerang, Talenta: The halflings of the Talenta Plains use traditional boomerangs—simple curved, polished sticks designed to return to the thrower. A boomerang of any sort returns to its thrower when it misses its target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing 8
HALFLINGS, TALENTA the boomerang) against AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction. Sharrash, Talenta: Similar to a scythe, the Talenta sharrash developed by the halflings of the Plains consists of a sickle-like blade at the end of a long pole. A sharrash has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Because of a sharrash’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sharrash to avoid being tripped. Tangat, Talenta: The tangat, developed by the halflings of the Talenta Plains, features a curved blade (like a scimitar’s) mounted on a short haft.
aloft with ease. An exotic saddle is required to ride a glidewing.
MOUNTS AND GEAR
The halflings of the Talenta Plains breed some unique mounts of their own—small, domesticated dinosaurs. Item Cost Carver 400 gp Clawfoot 150 gp Fastieth 50 gp Glidewing 800 gp Carver: A close relative of the clawfoot, a carver is a predatory dinosaur, about the size of a heavy horse, native to the Talenta Plains. Known on some worlds as the deinonychus, it is detailed on page 60 of the Monster Manual. Trained for war, its size and strength allow it to carry two halflings or a single human-sized rider. Halfling scouts often ride carvers in pairs as they patrol the plains. An exotic saddle is not required for riding a carver. A carver treats up to 232 pounds as a light load, up to 466 pounds as a medium load, and up to 700 pounds as a heavy load. Clawfoot: A human-sized predator of the Talenta Plains, this dinosaur is the halfling equivalent of a warhorse. Well trained and loyal, a clawfoot often continues fighting even after its rider’s death. While a clawfoot would be considered exotic on many worlds, an exotic saddle is not required for riding one. Fastieth: A fast-running, plant-eating dinosaur, the fastieth is the halfling equivalent of a pony or riding horse on the Talenta Plains. An exotic saddle is not required for riding a fastieth. Glidewing: This pteranodon can carry several halflings WEAPONS Exotic Weapons1 Cost Two-Handed Melee Weapons Sharrash, Talenta3 18 gp Tangat, Talenta 40 gp Ranged Weapons Boomerang, Talenta 15 gp
Dmg (S)
Dmg (M)
Critical
Range
Weight2 Type
1d8 1d8
1d10 1d10
19–20/×4 18–20/×2
— —
10 lb. 8 lb.
Slashing Slashing
1d3
1d4
×2
30 ft.
1 lb.
Bludgeoning
1 A wielder native to the region mentioned in a weapon’s name treats that weapon as a martial weapon rather than an exotic weapon. 2 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 3 Reach weapon.
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KOBOLD Kobolds are among the weakest humanoids, yet their heart and belief in themselves makes them fight as fiercely as creatures six times their size. They are small but cunning, channeling their time and energy into traps, schemes, and plans to bring them the respect they are certain they deserve. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the kobold race. Physical Description: Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of. Society: Kobolds live in dark, deep forests with heavy undergrowth, and underground in mines in any mineralrich region. They prefer to avoid the sun, as it dazzles their vision. Typically those who do visit the surface scurry away to their lairs each dawn, returning to the lands above only after sunset. Many live their entire lives in cities deep underground—some as slaves to the races of the Underdark, others free and fierce in narrow cities that only svirfneblin can visit without shrinking magic. Relations: Kobolds are creatures of the deep, dark places of the world. They are masters of digging, setting traps, and engineering the earth, making them the lesser cousins of dwarves in many ways. Religion: Most kobolds venerate the gods of their draconic ancestors or, in some rare cases, an actual dragon
who happens to live nearby. To them, these are living gods and ancestral gods, and are addressed as family. Food, gold (which dragons love, but kobolds seem less keen on), and livestock are typical offerings. Adventurers: Kobolds are best played either as braggadocios rogues who never fight fair, or as comic relief—a race of creatures with a bit of the buffoon about them, always shooting for the moon. As rogues, they are best never seen immediately, but use their allies as physically powerful intermediaries. A calculating kobold works through others both because he is weak and because he is a coward. As comic relief, they make good but completely unpredictable allies, scraping and bowing before the obviously more powerful big people, but quick to run off if an encounter starts to turn against them. Kobolds are an excellent source of rumors and information, because their small unthreatening size ingratiates them with most everyone. They can keep a secret, certainly, but once they decide to spill the beans, they usually seek out someone else who they think might take action. Male: Andrek, Arzhun, Eepo, Franj, Kander, Kapmek, Kerrack, Kerrdremak, Koner, Lekmek, Mandrek, Merlokrep, Mipo, Sinder, Yagrik Female: Alloneek, Epina, Feshto, Feepwin, Greska, Grusta, Gwelly, Kally, Kapmeek, Kissgo, Lemmeek, Mekapa, Mollish, Shondra, Sindra, Vreggma
KOBOLD CHARACTERS
–2 Strength, +2 Dexterity: Kobolds are fast but weak. Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Normal Speed: Kobolds have a base speed of 30 feet. Darkvision: Kobolds can see in the dark up to 60 feet. Armor: Kobolds have a +1 natural armor bonus. Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold. Weakness: Light sensitivity. Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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MAUG Scholars of planar matters suspect that maugs first served as shock troops in an ancient war between two long-lost empires. Maugs are tireless soldiers in search of battle. These constructs were used on battlefields across the planet as perfect mercenaries, since they remain unflinchingly loyal to their employer and are fearless in battle. Maugs serve any master willing to meet their price, and they do not trouble themselves with questions of right and wrong. Physical Description: Maugs are hulking living constructs of stone standing more than 9 feet tall and weighing almost 1,500 pounds. Their steel-gray bodies are cut from massive pitiless stone and crafted into humanoid forms. Most maugs carry Huge two-bladed swords and wear heavy iron breastplates of the same origin. Society: Although created for war, maugs don’t fight each other. By accident rather than design, maugs sometimes end up on different sides of a conflict. Such wars have an atrocious number of casualties, since the maugs lead their
armies to clash again and again until one side or both is ground down to nothing. The maugs may then band together to fight a new war as though they had never opposed one another. Hiring a maug mercenary generally costs about 5 gp per day, plus 2 gp per class level of the maug; the maugs prefer rare ores and items, paid in advance. Relations: As the maug strive to find a place in society for themselves besides warfare, they simultaneously struggle to find ways to relate to the other races. In general, the humanoid races regard the maug as an unpleasant reminder of the brutality of war and avoid dealing with them when possible. Alignment and Religion: Maug are generally neutral. They were built to fight, not to wonder whether fighting is right. Just as most Maug are not inclined to align themselves with any particular moral or ethical philosophy, few show much interest in religion. Some Maug have found a kind of
MAUG CHARACTERS
+2 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Maug are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile. Large: Maugs are Large and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size bonus on Stealth checks. Normal Speed: Maug have a base speed of 40 feet. (cannot run) Living Construct Traits: • Immune to sleep effects. • Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities. • Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself. • All applications of the Heal skill while used on a maug are replaced with an appropriate Craft skill. • Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down. • Can be targeted by spells and effects that affect objects made from metal and stone. Armor: Maugs have a +4 natural armor bonus. Slam: Maug gain a slam attack as a primary natural weapon, dealing 2d10 points of damage. Pulverize (Su): Once per day as a standard action, a maug can touch an object and negate its hardness for 1d4 rounds. Weapon Familiarity: Maug are proficient with their deadly two-bladed swords. Weakness (Warp Metal and Stone Effects): Maug suffer a -2 penalty against all numenera and spells that effect and warp stone and wood. Skilled: Due to their innate understanding of machinery and engineering, maugs have a +4 racial bonus on Craft (stonemasonry) and Knowledge (engineering) checks. Languages: Maugs begin play speaking only Common. Maugs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 11
MAUG answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind. Adventurers: A fairly large number of maug choose an adventuring life to escape from the confines of a society they didn’t create and at the same time engage in some meaningful activity. Maugs excel in nearly every class, but their favored class is fighter. Maug clerics and druids are rare, since they are soulless creations and not part of the natural world. Adventuring is one way that maug can fit into the world—at least as well as any adventurer ever fits in. Names: Maug do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and Maug traveling with humans often are referred to by nicknames. Some maug, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves. Armor: Maug are unable and unsuited for wearing any type of humanoid armor. The crafting of armor to fit their form is beyond the understanding of the current humanoid races. However as living constructs maug have access to several racial feats that provide them with additional natural armor alternatives. Maug are also capable of carrying and using large-size shields. Living Construct Subtype (Ex): Living constructs are special subtype that can apply to either humanoids or constructs. Living constructs are universally intelligent, if not necessarily very smart. Likewise, they are universally capable of change over time. Regardless of whether this subtype is applied to either humanoids or constructs, they all have the following abilities. • Unlike constructs, living constructs have a Constitution score. They do not get the bonus hit points due to their size, like normal constructs. Living constructs do not die until they are at negative hit points equal to their Constitution score, but are subject to the same rules for negative hit points as other humanoid creatures.. • All living constructs have an Intelligence score of at least 1 and thus have skill ranks and feats as appropriate for their Hit Dice. • Like constructs, living constructs are immune to sleep effects. • Unlike constructs, living constructs are not immune to disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, paralysis, poison, stunning and sickened effects. • Unlike constructs, living constructs are not immune to ability damage, ability drain, bleed, necromancy effects (see below), negative levels, non-lethal damage, effects that require a Fortitude save or death from massive damage. • Living constructs do not need to eat, breath or sleep, but those with abilities that require rest, like spellcasting, still require 8 hours in a relaxed state to regain them.
• Spells from the conjuration (healing) subschool are only half effective on living constructs, rounded down. • Like constructs, living constructs do not heal naturally, but can be repaired using an appropriate Craft skill (like armorsmithing, blacksmithing, gemcutting or sculpting). Each check takes 8 hours and the number of hit points regained is equal to the result of the Craft check -15. • Living constructs can be raised, reincarnated and resurrected. They cannot be reanimated as undead or deathless unless specifically stated otherwise. • Regardless of whether the creature type is either humanoid or construct, those with the living construct subtype count as both humanoids (of the living construct subtype) and constructs for extraordinary abilities, supernatural abilities, spell-like effects, psi-like effects, feats, spells and psionic powers. This includes spells, like Repair Light Damage, special weapon qualities, like Bane (construct), and class abilities, like favored enemy (construct). If there a situation where the same effect would affect humanoids and constructs differently, like Charm Person, assume that the effect does apply and in the most severe applicable manner. • The unusual physical construction of maug makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A transmute rock to mud spell slows a maug (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. • A maug responds slightly differently from other living creatures when reduced to 0 hit points. A maug with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a maug is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert maug does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Pulverize (Su): Once per day as a standard action, a maug can touch an object and negate its hardness for 1d4 rounds (Fortitude DC 18 negates). This power can affect an object of up to 1,000 cubic feet in volume (a 10-foot cube); if the object is larger, only a 10-foot cube of it is affected. Unattended nonmagical objects do not receive a saving throw. If a creature holds, wears, or carries the object, the maug must succeed on a melee touch attack. This attack does not provoke an attack of opportunity. Many maug fighters learn the Improved Sunder feat to use this power against dangerous foes. Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a maug to regrow or reattach lost body parts. 12
MAUG A character can assist a maug’s self-repair with a Craft (stonemasonry) check (DC 15). If the check is successful, the maug repairs 2 hit points per hour of rest. Providing assistance to the maug counts as light activity for the assisting character, and a character can assist only one maug at a time. A maug cannot assist its own repair. Grafts (Ex): When maugs are created on the plane of Acheron, they are frequently equipped with special grafts. These grafts are described in the Maug Grafts section in Appendix 2. A maug without class levels can have up to 2,000 gp worth of maug grafts. A maug with class levels can purchase additional grafts with treasure it amasses. MAUG FEATS Feats marked with the maug descriptor allow maug characters to add construct features and improve their armored bodies. ADAMANTINE BODY [RACIAL] At the cost of mobility, your maug body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction. Prerequisites: Maug, 1st level only. Benefit: Your natural armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 30 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –6 penalty on all skill checks that armor check penalties apply to (Acrobatics, Climb, Escape Artist, Stealth, Sleight of Hand, and Swim), and an arcane spell failure chance of 35%. Normal: Without this feat, your maug character has a nautural armor bonus of +4 Special: Unlike most feats, this feat must be taken at 1st level during character creation. Maug druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Maug characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor. COLD IRON TRACERY [RACIAL] Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks. Prerequisites: Maug. Benefit: Your natural weapons and combat maneuver checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 bonus on Will saves against spells and spell-like abilities. CONSTRUCT LOCK [RACIAL] Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes. Prerequisites: Maug, base attack bonus +2. Benefit: You gain a +2 bonus on damage rolls against creatures with the construct type (including living
constructs). If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed). IMPROVED RESILIENCY [RACIAL] You gain a construct’s resistance to nonlethal damage. Prerequisite: Maug. Benefit: You are immune to nonlethal damage but lose the ability to benefit from regeneration or fast healing, even if you would gain those qualities through magic or numenera. JAWS OF DEATH [WARFORGED] Gnashing teeth and a powerful set of jaws allow you to bite foes. Prerequisite: Maug. Benefit: You have a bite attack that deals 1d8 points of damage. Your bite is treated as a secondary natural weapon (–5 penalty on your attack roll and you apply only 1/2 your Strength bonus on damage rolls). MITHRAL BODY [RACIAL] Your maug body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness. Prerequisites: Maug, 1st level only. Benefit: Your natural armor bonus is increased to +6, and you are considered to be wearing light armor. You now have a +4 maximum Dexterity bonus to AC, a –2 penalty on all skill checks that armor check penalties apply to (Acrobatics, Climb, Escape Artist, Stealth, Sleight of Hand, and Swim), and an arcane spell failure chance of 20%. Normal: Without this feat, your maug character has a nautural armor bonus of +4. Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Maug druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Maug characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor. SECOND SLAM [RACIAL] You have learned to use your form to the utmost and can make two slam attacks. Prerequisites: Maug, base attack bonus +6. Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a –5 penalty, and deals your normal slam attack damage. Special: A fighter can select Second Slam as one of his fighter bonus feats. 13
MAUG SPIKED BODY [RACIAL] Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes. Prerequisite: Warforged. Benefit: You deal extra piercing damage on a successful combat maneuver attack as if you were wearing armor spikes (1d8 points for a large maug). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. The effect of this feat doesn’t stack with equipment or abilities that provide similar benefits. MAUG GRAFTS Maug spellcasters and only maug spellcasters can apply special grafts onto their fellow maugs. All maug grafts are construct grafts, usually made from the stone of Thuldanin. Only maugs understand the secrets of their creation and the creation of maug grafts. LOCKING HAND This stone hand is designed so that its fingers can clasp and lock together. It replaces a creature’s normal hand. When used to make unarmed attacks, it deals normal damage unless the attacker chooses to take a –4 penalty to deal subdual damage. A locking hand does not change the amount of damage a creature deals with its unarmed or natural attacks. The main purpose of a locking hand is to strengthen a creature’s grip, making it more difficult to disarm the creature or dislodge an item from its grasp. The grafted creature gets a +5 bonus on any roll to avoid being disarmed, to oppose attempts to escape a grapple, to catch itself while falling, and to hold onto a surface when damaged while climbing. A creature with more than one locking hand stacks the bonuses of each hand involved in the activity. Locking hands can be locked and unlocked as easily as a creature can make a fist; they do not inhibit spellcasting or skill use. The bonus from a locking hand stacks with that provided by a locked gauntlet. Prerequisites: Graft Flesh, bull’s strength, creator must be a maug; Market Price: 5,000 gp. SHOVING ARM A shoving arm is a pistonlike stone appendage that ends in an upright, flattened stone hand. It is attached a creature’s torso along with a stone “belt” to secure it in place. The arm is useless for most activities, but once per round as an attack action it can be used to make a bull rush attack against any opponent within 5 feet of the grafted creature. The grafted creature makes a melee touch attack that does not provoke an attack of opportunity. If it hits with its shoving arm, it and the struck opponent make a CMB versus CMD check though the grafted creature had made a bull rush attack. In addition to the normal bonuses, the grafted creature adds a special +5 bonus on this roll. If the grafted creature succeeds, the defender is pushed back 5 feet plus
an additional 1 foot per point by which the grafted creature exceeded the defender’s result. The grafted creature does not move with the shoved defender. For purposes of shoving unattended objects, the shoving arm has a Strength equal to 10 + the Strength of the grafted creature. The shoving arm can push creatures and objects in straight lines only. Prerequisites: Graft Flesh, bull’s strength, creator must be a maug; Market Price: 5,000 gp. SHUDDER PLATE Usually placed in the chest of a creature, a shudder plate looks like a thin square of shale set in a stone frame. Specially designed and enhanced, a shudder plate quietly shakes and vibrates in its case, giving the grafted creature a supernatural understanding of the area surrounding it. If the grafted creature is in contact with the ground, it can sense the location of anything within 15 feet that is also in contact with the ground as though it has tremorsense. In addition, the grafted creature takes a –4 penalty on Stealth skill checks. Prerequisites: Graft Flesh, see invisibility, creator must be a maug; Market Price: 10,000 gp. SPIKE STONES These small round stones are inserted into the surface of the flesh of a creature, all over its body. The grafted creature can cause them to grow as a standard action that does not provoke an attack of opportunity. The stones suddenly lengthen into sharp spikes, capable of piecing flesh and armor alike. In a grapple, the spikes deal 2d4 points of piercing damage in addition to normal grapple damage when the grafted creature makes a successful grapple check. A grafted creature can also use the spikes as a light weapon that deals 1d4 points of piercing damage; in conjunction with an unarmed or natural attack, the spike stones deal an additional 1d4 points of piercing damage with each hit. Prerequisites: Graft Flesh, spike stones, creator must be a maug; Market Price: 5,000 gp. STONE SPITTER A stone spitter is a boxlike or binlike device, usually affixed to the shoulder of a creature. At the weapon’s base is a tube from which stones can be fired with amazing accuracy and deadly effect. A creature grafted with a stone spitter can use it to fire a stone or sling bullet by making a ranged attack. Such attacks have a range increment of 50 feet, dealing damage according to the grafted creature’s size (see Table A2–3). Six times per day, the stone spitter can fire its ammunition at a supernaturally high velocity and power. Such attacks deal damage one die type higher than normal (use the “Increased” column on Table A2–3) and have a +1 enhancement bonus on attack and damage rolls. A stone spitter can be loaded with up to 50 stones or sling bullets. Prerequisites: Graft Flesh, magic stone, creator must be a maug; Market Price: 5,000 gp. 14
MAUG Maug Graft Damage by Creature Size Creature ——— Stone Spitter ——— Size Stone Bullet Increased Fine — 1 1d2+1 Diminutive 1 1d2 1d3+1 Tiny 1d2 1d3 1d4+1 Small 1d3 1d4 1d6+1 Medium-size 1d3 1d4 1d6+1 Large 1d4 1d6 1d8+1 Huge 1d6 1d8 1d10+1 Gargantuan 1d8 1d10 2d6+1 Colossal 1d10 2d6 2d8+1
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MIND FLAYER No one knows where the first mind flayers came from. Legends say they descend from the stars in strange nautilusships in a much earlier age. However at some point they sought refuge deep underground on Toril to avoid attracting the attention of whoever or whatever drove them from their home among the stars. Most sages ascribe an extraterrestrial origin to the mind flayers. Some legends amongst the mind flayers recount that in ancient times, their race controlled a vast interplanetary empire and set about enslaving primitive humanoids. Their favored slaves were a human or near-human race that the mind flayers evolved over centuries of genetic manipulation to make them more useful. This was said to be their downfall, as the mind flayers slaves rose up against them causing the fall of their interplanetary empire. The legend continues that their race was scattered and decentralized, fleeing deep into space, far underground, and across the planes, never to rise again. Practical and conservative, mind flayers tend to hate change and distrust anyone who displays overt optimism and idealism. Physical Description: Mind flayers have a humanoid body with an octopus-like head. They have four tentacles around a lamprey-like mouth, and require the brains of sentient creatures as part of their diet. A mind flayer who snares a living creature in all four of its tentacles can extract and devour its living brain. Their eyes are pale white, and they can see perfectly well in both darkness and light. Their sense of hearing is slightly poorer than a human’s; they
have difficulty distinguishing between several sounds mixed together, yet they are good at discerning from what direction sounds came from. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. Though sunlight does not actually harm them, they loathe it with incredible ferocity. Mind flayers have three long, slender fingers and an opposable thumb on each hand, and two webbed toes on each foot. Each finger and toe is capped with a wickedlooking nail, which aren’t as dangerous as they seem. In fact, the nails are composed of soft cartilage and present little danger to anyone struck or scratched by them. Society: A mind flayer city is ruled by a creature called an Elder Brain which lives in a pool of cerebral fluid in the city’s center. When a mind flayer dies its brain is extracted and taken to the pool. Mind flayers believe that when they die their personality is incorporated into the Elder Brain, but this is not the case. When the brain of a mind flayer is added to the Elder Brain, the memories, thoughts and experiences are consumed and added to the sum of the whole, but all else is lost. This fact is a closely guarded secret of the Elder Brains, since all mind flayers aspire to a form of immortality through this merging process. An extremely ancient Elder Brain is called a God-Brain because its psionic powers are almost limitless. Since the Elder Brain contains the essence of every mind flayer that died in its community, it functions in part as a vast library of knowledge that a mind flayer can call upon with a simple telepathic call. The Elder Brain in turn can
MIND FLAYER CHARACTERS
–2 Constitution, +2 Intelligence: Mind Flayers are intelligent but not hardy. Medium: Mind Flayers are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Mind Flayers have a base speed of 30 feet. Darkvision: Mind Flayers can see in the dark up to 60 feet. Mind Blast: A mind flayer can emit a powerful blast of pure mental energy once per day that can stun a single creature. Mind Flayer Magic: Mind Flayers have innate spell-like abilities. The caster level for these effects is equal to the mind flayers level. The DC for these powers is equal to 10 + the spell’s level + the mind flayer’s intelligence bonus. Spell-Like Abilities: 1/day - Charm Monster, Comprehend Languages (self only), Detect Thoughts (self only), Poor Senses: A mind flayer suffers a -2 racial penalty on Perception checks. Spell Resistance: A mind flayer has spell resistance equal to its class levels + 6. Telepathy: Telepathy 30 ft. Tentacles: 4 tentacles (1d4+1 plus grab) Languages: Mind Flayers begin play speaking only Common, but prefer to communicate telepathically. Mind flayers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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MIND FLAYER communicate telepathically with anyone in its community, issuing orders and ensuring everyone conforms. Mind flayers typically communicate through telepathy. They project thoughts and feelings to each other in a way non-mind flayers can scarcely comprehend. When they do feel the need to write, they do so in “qualith.” Instead of typical alphabet-based writing, mind flayers write in qualith by making marks consisting of four broken lines. They use each tentacle to feel the breaks in the lines, making it basically similar to braille. However, qualith is extremely complex, as each line modifies the preceding lines through explaining abstract concepts associated with the above words in ways no human can understand; only by understanding all four lines simultaneously can the meaning be understood properly. Relations: Cold, calculating, and usually self-serving, mind flayers typically make dangerous allies and unreliable companions. Few mind flayers regard any cause or comrade as worth dying for. Due to their diet, if nothing else, most mind flayers are simply incapable of becoming truly good, but the occasional exceptional individual who restricts its feeding to the brains of nonsentient creatures might become neutral, or possibly even good in extreme cases. Religion: Traditionally mind flayers revere a deity named Ilsensine whose philosophies mirror their own: that knowledge is the greatest commodity, darkness the greatest illumination, the mind the greatest power, and illithids the greatest race. Adventurers: Mind Flayer adventurers hunger for knowledge, and many of them travel widely in search of arcane secrets and lost lore. Mind flayers adventurers tend to seek out the fringes of society, operating as rogues, sorcerers, or wizards in criminal organizations, independent spy networks, or with mercenary groups, pirates, outlaw bands, and smugglers. Diet: A mind flayer’s main means of subsistence is consuming the brains of living creatures, preferably intelligent creatures. A mind flayer can survive by consuming the brains of non-sentient creatures when their preferred source of food is scarce. An adult mind flayer typically consumes a brain every three days as part of its ongoing diet. Those mind flayers living near larger bodies of water compliment their diet with fresh raw fish. Extra: Mind flayers fear the undead because these creatures, even the sentient ones, are immune to telepathic detection and manipulation, and have no brains to consume. Confronting such mindless creatures can even be traumatizing to some of them. Male Names: Amit Noloff, Qid Proko. Borun Call, Clawfish, Loppak Slusk, Nossor Ri, Nrin Vakil, Pwoe, Qid Proko, Tessek, Tikkes, Tracton Non-specific Names: Kelmut Woig, Krukuk, Lyyr Zartq, Moren Chonk, Nollo Kanz, Notha Dab, Nrin Yakil, Salin Glek, Seggor Tels, Thulwuk Thur, Triogor Silus, Tsillin Wel, Vekker, Vhulg Worrik, Walif Merv, Wheade Daud
Grab (Ex): If a mind flayer hits with a tentacle attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than a mind flayer. The mind flayer has the option to conduct the grapple normally, or simply use its tentacles to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the tentacle attack that established the hold. The grab special attack gives a mind flayer a +4 bonus on combat maneuver checks made to start and maintain a grapple. In addition, if a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple attempt. The opponent can escape with a single successful CMB check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Mind Blast (Sp): A mind flayer can emit a powerful blast of pure mental energy once per day that stuns a single creature within 30 feet. A 11th level the range increases to 60 feet. A creature targeted by a mind blast is stunned for the listed length of time (1-5 level 1d4 rounds, 6-10 level 2d4 rounds, 11-20 level 3d4 rounds. A mind blast allows a Will saving throw (DC 10 + half the mind flayer’s level + it’s Cha modifier). A mind flayer is immune to mind blasts from other creatures unless noted otherwise. Telepathy (Su): A mind flayer can communicate with any other creature within 30 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time
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NERRA The nerra are the former rulers of the Plane of Mirrors. Enigmatic and contrary by nature, nerras used to lurk in the eternal hallways of the Plane of Mirrors, observing activities on the Material Plane by looking through any of the countless mirrors that formerly served as conduits between the two planes. However during the Spellplague the Plane of Mirrors was consumed by the collapse of the Weave. The surviving nerra fled to Toril on the Material Plane where they now make their home. Physical Description: All nerras look like normal humanoids, but they have skin with a perfectly mirrorlike smooth surface. Society: Nerras are contrary by nature, and they balance on a knife’s edge of different morality and ethics. They strive to maintain a neutral outlook, but see themselves as inherently superior beings to those that gaze into their mirror portals. Sillits are the leaders of the nerras, but they rule through necessity more than for the sake of power. Individual varoots and kalareems can wield considerable power and even eclipse a sillit over time. Most, however, defer to the rule of the sillits with no qualms. Relations: — Religion: — Adventurers: The favored class of varoots is rogue. Kalareems’ favored class is fighter, and sillits are wizards. Male: Arja’rok, Beezil, Dak’kon, Fri’hi, Hailcii’n, Kars’ten, Retholien, Selqant, Toryg, Tovus, Try’ig’or, Vilquar, Yves, Zerchai
Female: Ach’ali, Devorxa, Elezpah, Imogen, Jebeel, Ji’li’kai, K’atzn’ii, Kii’na, Lar’il, Moraan, Ro’jhi, T’cha, Torpel’lin KALAREEM While nerras are usually stealthy in combat, there are times when brute force is necessary. This special breed of warriors is called the kalareems, and they are ferocious warriors that fight with two weapons or two-handed weapons. To the Kalareem a hand without a weapon is a wasted hand in combat. They are the chosen defenders of the nerra race. Kalareems look like bulky and muscular nerras. Instead of the smooth, naked form of varoots, they seem to wear highly polished armor that blends in with their natural form. They are quiet and taciturn, and they fight with fluid grace. Kalareems lack the ability to use change self as other nerras, but they still reflect spells. Combat Kalareems move and fight with deadly accuracy, and they seem to flow more than walk. Kalareems prefer to soften up a target from a distance with their shard spray before moving into melee. Once in combat, they spin and twist in an acrobatic display, wielding two weapons or a two-handed weapon with deadly accuracy. Shard Spray (Su): Once per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d4 points of damage per 2 levels of the kalareem, up to a maximum of 5d4.
NERRA CHARACTERS
+2 to One Ability Score: Nerra characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Nerra are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Nerras base land speed is 30 feet. Darkvision: Nerra can see in the dark up to 60 feet. Reflective Spell Resistance: A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. Weakness (Death): Nerra cannot be raised or resurrected (though a wish or miracle spell can restore life). Weakness (Sonic): All nerras take half again as much (+50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure. Exotic Weapon Familiarity: All nerra characters begin play with the Exotic Weapon Proficiency feat. This is to reflect their otherworldly culture. Languages: Nerra begin play speaking Common and Nerra. Their language is not particularly pleasant since it sounds like glass being scored by a rock. Nerra with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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NERRA In addition, a wound resulting from a kalareem’s shard spray attack bleeds for an additional 2 points of damage per round thereafter. The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like). Spell-Like Abilities (CL 5th) 1/day—mirror image SILLITS Sillits are the leaders, planners, and schemers of the nerras. Unless urgent business takes them elsewhere on Toril sillits rarely leave the safety of their mirrored cities. Physically, sillits look like other nerras. They have a humanoid shape covered with mirrorlike skin, and their faces are completely smooth. Unlike varoots or kalareems sillits prefer to wear clothing such as fine silk robes of shiny black with large hoods. Combat Sillits do not like melee combat and engage opponents only if absolutely necessary. They make extensive use of their spell-like abilities and shard spray ability to get out of situations that can be avoided, but they wield their melee swords with deadly accuracy if called upon. Shard Spray (Su): Once per day, a sillit can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d4 points of damage per 2 levels of the kalareem, up to a maximum of 5d4. In addition, a wound resulting from a sillit’s shard spray attack bleeds for an additional 2 points of damage per round thereafter. The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like). Spell-Like Abilities (CL 5th) 3/day—change self, false vision, mislead 1/day—mirror image
Spell-Like Abilities (CL 5th) 3/day—change self 1/day—mirror image Death: When killed, a nerra shatters into a thousand mirrorlike shards. After about 10 minutes, these shards turn into pools of quicksilver before fading away into nothing. They cannot be raised or resurrected (though a wish or miracle spell can restore life). Reflective Spell Resistance (Sp): A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell’s target or the point of origin for the spell’s effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin. A nerra spellcaster who casts a spell that is successfully reflected back by another nerra, or another means of spell resistance, does not gain the benefit of reflective spell resistance since they were not the original intended target of the spell cast. Wearing metal or synth armor negates this reflective ability. Natural armor such as hide and leather still allows the nerra spell resistance to work. Sonic Vulnerability (Ex): All nerras take half again as much (+50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
VAROOTS Varoots are the most common nerras to be found on Toril. They are experts at spying, infiltration, and subterfuge. In their natural form, varoots have a basic humanoid shape that is covered with a mirrorlike sheen that reflects everything around them. Their facial features are smooth and rather indistinct. Varoots wear clothing only when they are mimicking a target. When wandering the Material Plane on one of their missions, varoots move about while under a change self effect, and they typically take the form of their target or someone close to them. Combat Varoots dislike getting into combat since they see it as a failure to be stealthy or deceptive enough. When they do have to fight, they prefer to create a mirror image to confuse their opponent or use change self to mimic an opponent’s ally. 19
SHIFTER Shifters, sometimes called “the weretouched,” are descended from humanoids and natural lycanthropes. Shifters cannot fully change shape but can take on animalistic features—a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity. Shifters’ personalities are influenced by their animal natures. Many are boorish and crude, while others are quiet, shifty, and solitary. Just as most lycanthropes are carnivores, shifters have a predatory personality and think of most activities in terms of hunting and prey. They view life as a challenge, striving to be self-reliant, adaptable, and resourceful. Physical Description: Shifters are basically humanoid in shape, but their bodies are exceptionally lithe. They often move in a crouched posture, springing and leaping while their companions walk normally alongside. Their faces have a bestial cast, with wide, flat noses, large eyes and heavy eyebrows, pointed ears, and long sideburns (in both sexes). Their forearms and lower legs grow long hair, and the hair of their heads is thick and worn long. A typical shifter stands about 5 feet 3 inches tall and weighs 140 pounds. Shifters speak Common and often learn the languages of their neighbors in the wilderness and rural areas where they live, including Elven, Gnome, Halfling, and Sylvan. Society: Shifters generally live among humans or sylvan creatures, not in settlements of their own. They prefer rural or wilderness regions, though significant numbers
of them live in the slums of human cities, often grouping together into criminal gangs. Many shifters earn their way as trappers, hunters, fishers, trackers, guides, and military scouts. Shifters usually congregate into family groups. These groups include about 30% noncombatants, primarily children. A few elders govern the pack, under the leadership of a chief who is usually the pack’s oldest member. Some shifters are loners, preferring the solitude of the wilderness to human society or even the company of their own kind. Relations: As shifters are often the target of fear or aggression by the other races, they tend to avoid confrontation when possible, taking the path of least resistance and best survival. When confrontation is unavoidable, however, they will usually attempt to achieve the an ‘apex predator’ position in whatever community they are in, often leading to positions of power within smaller communities or in the local underworld. Relationships with larger groups of people, or toward entire nations and churches, tend to be mere tolerance and are avoided as much as possible. Alignment and Religion: Shifters tend to a neutral alignment that best serves their survival nature and their desire to be left alone. Most shifters are inclined toward druidic religion rather than the worship of a specific deity. They believe in the divine power of the earth itself, the elements, and the creatures of the earth. Adventurers: Shifters are rough and tumble, resourceful and strong. They are exactly the sort of person you would need if the road is long, creature comforts are rare and the
SHIFTER CHARACTERS
+2 Dexterity, –2 Intelligence, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from both their reasoning ability and their social interaction. Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Shifters base land speed is 30 feet. Sure-Footed and Hardy: Shifters receive a +2 racial bonus on Acrobatics, Climb, and Survival skill checks. Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light. Shifting (Su): A shifter can tap into their lycanthropic heritage to gain short bursts of power. At character creation, a shifter chooses one of the following traits: Beasthide, Cliffwalk, Dreamsight, Gorebrute, Longstride, Longtooth, Razorclaw, Swiftwing, Truedive, Wildhunt, Winterhide. Monster Feats: Many of the monster feats listed can be taken by shifters when they would not normally be available to other characters. • For each Monster Feat taken by a shifter, add 2 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability. • Shifters must still qualify for these feats normally. Languages: Shifters begin play speaking only Common. Shifters with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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SHIFTER danger ahead is only going to get worse. Many shifters start adventuring when something significant disrupts their normal way of life and forces them to find a new way to survive. This can be as simple as achieving adulthood and thus no longer the responsibility of their parents, or as a complicated as the loss of a family pack. Male and Female Names: Shifters often take names that are simple and common in the nearby communities, often copying human names without titles or lineages to best go unnoticed. Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of six shifter traits—a characteristic that manifests when he is shifting. Each shifter trait provides a +2 bonus to a physical ability score (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier. (If a shifter trait or other effect increases the shifter’s Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability (see Shifter Feats, below). Every shifter feat a shifter takes increases the duration of shifting by 1 round. For every two shifter feats a shifter takes, the number of times per day he can tap into the ability increases by one. So, a shifter with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race. Each shifter has one special trait from among those described below. Beasthide (Su): While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC. Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet. Dreamsight (Su): The dreamsight trait is the rarest of all shifter traits, and many dreamsight shifters become druids within shifter communities. Unlike other shifter traits, which increase a shifter’s physical abilities, the dreamsight trait sharpens a shifter’s instincts and awareness. While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals spell. In addition, the shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting. Gorebrute (Su): While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and manifests powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than
a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for every four character levels he has). A gorebrute shifter can’t combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the pounce ability). Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed. Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. He cannot attack more than once each round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon. Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a –2 penalty. Swiftwing (Su): While shifting, a swiftwing shifter temporarily gains a +2 bonus to Dexterity. His arms grow leathery flaps of skin (similar to a bat’s wings), which grant him a fly speed of 20 feet (average maneuverability). While airborne, the shifter can’t use his hands for anything other than flying, though he can still hold or carry objects. A shifter can’t fly while carrying a medium or heavy load or while wearing medium or heavy armor. Truedive (Su): While shifting, a truedive shifter temporarily gains a +2 bonus to Constitution and a swim speed of 30 feet. Gaining a swim speed grants him a +8 racial bonus on Swim checks. In addition, the shifter can hold his breath for a number of rounds equal to 5 × his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn’t shifting. Wildhunt (Su): While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights. A wildhunt shifter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte 21
SHIFTER stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source’s location. While shifting, a wildhunt shifter who has the Track feat can follow tracks by smell, making Wisdom (or Survival) checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Wildhunt shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifted, a wildhunt shifter gains a +2 bonus to Survival checks due to the lingering effects of the scent ability. SHIFTER BEHAVIORAL TRAITS Each shifter trait has some associated minor behavior that most of its members exhibit. As with other aspects of shifter psychology, these are general impressions of the shifter race as a whole rather than strict rules that every individual must adhere to. Because members of other races often find shifters hard to accept or get along with, these traits have negative connotations. Beasthide: Beasthide shifters are blunt and rude; they often speak loudly and interrupt others. Cliffwalk: Cliffwalk shifters are often shy and introverted. Dreamsight: Dreamsight shifters are usually calm and contemplative, especially when compared to other shifters. Gorebrute: Gorebrute shifters are loud and aggressive. They are more likely to threaten violence than most individuals. Longstride: Longstride shifters are aloof and prideful. Longtooth: Longtooth shifters are savage and almost feral. Razorclaw: Razorclaw shifters respect little other than physical power. Swiftwing: Swiftwing shifters twitch and are nervous. Truedive: Truedive shifters are remote and somewhat callous. Wildhunt: Wildhunt shifters are suspicious and distrustful. SHIFTER FEATS As the name suggests, shifter feats are restricted to characters of the shifter race. They enhance that race’s ability to shift form. In addition to their unique effects, each shifter feat increases the duration of a character’s shifting
ability by 1 round. Additionally, for every two shifter feats a character takes, the number of times per day he can use his shifting ability increases by one. For instance, a character with two shifter feats can shift two times per day (instead of the usual one), with each use of the ability lasting for a number of rounds equal to 5 (instead of 3) + the shifter’s Constitution modifier. BATTLESHIFTER TRAINING [RACIAL, TACTICAL] Your shifter fighting instincts grant you a sophisticated blend of defensive techniques and controlled attacks. Prerequisites: Shifter, base attack bonus +6. Benefit: Battleshifter Training enables the use of three tactical maneuvers when you fight while shifting. Tiring Defense: To use this maneuver, you must use the Combat Expertise feat (taking a penalty of at least –2 on your attack rolls) or fight defensively for 2 consecutive rounds. Any creature that attempts a melee attack against you in both rounds but fails to hit you becomes fatigued, provided that you successfully strike the creature with a melee attack at least once during those 2 rounds. This effect continues for as long as you use Combat Expertise (taking a penalty of at least –2 on your attack rolls) or fight defensively. Creatures that were already fatigued before they attacked you must make melee attacks against you and miss for 4 consecutive rounds before becoming exhausted (just as if they had not been fatigued). Exploit Weakness: To use this maneuver, you must make a melee attack against a creature suffering from one of the following conditions: fatigued, exhausted, dazed, or dazzled. If you hit with your melee attack, you deal an extra 1d6 points of damage. You cannot use this maneuver during a round in which you also use Combat Expertise or fight defensively. Riposte: To use this maneuver, you must use Combat Expertise (taking a penalty of at least –2 on your attack rolls) or fight defensively. When a foe uses a full attack action against you but fails to hit you, you can make an extra melee attack against that foe as an immediate action. Special: Battleshifter Training and Ragewild Fighting are inimical to each other; no character can have both tactical feats. If a character chooses to take one of these feats while already having the other, he gains the benefits of the new feat but forever loses access to the first (and does not gain a new feat to replace it). CLIFFWALK ELITE [SHIFTER] Your cliffwalk shifter trait improves. Prerequisite: Shifter with the cliffwalk trait. Benefit: While shifting, your climb speed improves by an additional 10 feet. DREAMSIGHT ELITE [SHIFTER] Your dreamsight shifter trait improves. Prerequisite: Shifter with the dreamsight trait. Benefit: While shifting, you can use a full-round action to gain extraordinary visual power. For the duration of your 22
SHIFTER shifting, you gain a +5 bonus on Spot checks and can see invisible creatures and objects as if under the effect of a see invisibility spell. EXTRA SHIFTER TRAIT [SHIFTER] You manifest a second shifter trait while shifting. Prerequisites: Shifter, two other shifter feats. Benefit: Select a second shifter trait from those described in the shifter race description. You manifest all the benefits of the second trait except for the temporary bonus to an ability score. GOREBRUTE ELITE [SHIFTER] Your mighty charge attack can knock down foes. Prerequisite: Shifter with the gorebrute trait. Benefit: Any creature that takes damage from your horns during your charge attack must succeed on an opposed Strength check (you gain a +2 bonus for charging) or be knocked prone in its space. The defending creature gains a +4 bonus on its check if it has more than two legs or has some form of exceptionally stability (such as a dwarf’s). A creature that can’t be tripped also can’t be knocked down with this feat. HEALING FACTOR [SHIFTER] When your current period of shifting ends, you heal a limited amount of damage. Prerequisites: Shifter, Con 13. Benefit: When you stop shifting, you immediately heal a number of hit points equal to your character level. This benefit does not occur if you die (at –10 hit points) before the period of shifting ends. LONGSTRIDE ELITE [SHIFTER] Your longstride shifter trait improves. Prerequisite: Shifter with the longstride trait. Benefit: While shifting, your base land speed improves by an additional 10 feet. LONGTOOTH ELITE [SHIFTER] Your longtooth shifter trait improves. Prerequisite: Shifter with the longtooth trait. Benefit: Wounds dealt by your bite attacks bleed copiously. Each time a living creature takes damage from your bite attack, it also takes 1 point of Constitution damage. RAGEWILD FIGHTING [RACIAL, TACTICAL] You have mastered a merciless form of combat that emphasizes using brute strength to shatter your foes. Prerequisites: Shifter, Power Attack, base attack bonus +6. Benefit: Ragewild Fighting enables the use of three tactical maneuvers (whether you are shifting or not). Instinctive Strike: Ragewild warriors know that the magic wielded by many of Eberron’s powerful creatures can confuse the mind and cloud a warrior’s judgment, and so
they learn to react to magic forcefully. Whenever you fail a Will save against a spell (excluding spells with “harmless” in their saving throw entry), you can make a single melee attack as an immediate action before the spell takes effect. Rattle the Weakling: To use this maneuver, you must hit the target creature with a melee attack in the first round, then make a melee attack using Power Attack (taking a penalty of at least –5 on your attack rolls) in the second round. Any creature of your size category or smaller hit by this attack must make a Fortitude save (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round. Brutal Charge: To use this maneuver, you must charge a foe and successfully hit with a melee attack. If this charge attack hits, you can spend an action point to deal extra damage equal to your Strength bonus (1-1/2 times your Strength bonus if you use a two-handed weapon). Special: Battleshifter Training and Ragewild Fighting are inimical to each other, and no character can have both tactical feats. If a character chooses to take one of these feats while already having the other, he gains the benefits of the new feat but forever loses access to the first (and does not gain a new feat to replace it). RAZORCLAW ELITE [SHIFTER] Your razorclaw shifter trait improves. Prerequisite: Shifter with the razorclaw trait. Benefit: When you make a charge attack, you can make two claw attacks at the end of the charge. Both attacks are at your highest attack bonus, and both receive the +2 bonus for charging. Normal: Without this feat, a character can only make a single attack as part of a charge. REACTIVE SHIFTING [SHIFTER] You can shift with a mere thought. Prerequisites: Shifter, Improved Initiative. Benefit: You can activate your racial shifting ability as an immediate action, allowing you to begin shifting even when flat-footed or when it’s not your turn. SHIFTER AGILITY [SHIFTER] Your heritage of speed and ferocity has honed your reflexes, allowing you to avoid attacks. Prerequisite: Shifter with the cliffwalk, longstride, or swiftwing trait. Benefit: You gain a +1 dodge bonus to Armor Class and a +1 bonus to Reflex saves while shifting. SHIFTER DEFENSE [SHIFTER] By delving into your shifter heritage, you have developed the ability to ignore a little damage from every attack. Prerequisites: Shifter, two other shifter feats. Benefit: While shifting, you gain damage reduction 2/ silver. SHIFTER INSTINCTS [SHIFTER] 23
SHIFTER Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp instincts. Prerequisite: Shifter. Benefit: You gain a +1 bonus on Perception and Sense Motive checks, and a +2 bonus on initiative checks. SHIFTER SAVAGERY [SHIFTER] The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons. Prerequisites: Shifter with the gorebrute, longtooth, or razorclaw trait, base attack bonus +6, ability to rage or frenzy. Benefit: While shifting and raging simultaneously, the threat range of your natural weapons doubles (to 19–20) and the base damage dealt by your natural weapons improves by two steps, as if your size had increased by two categories. To determine the amount of the damage increase, find the natural weapon’s damage value on one of the two progressions below and improve it by two steps (for example, from 1d4 to 1d8). Progression I: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. Special: The threat range improvement granted by this feat doesn’t stack with any other effect that expands the threat range of a weapon (such as Improved Critical). The damage improvement granted by this feat does not stack with other effects that increase the base damage of your natural weapons (such as Improved Natural Attack), except for effects that grant an actual size increase (such as an enlarge person spell).
Special: Without this feat, a character with a swim speed takes a –2 penalty on melee attack rolls made with bludgeoning or slashing weapons while underwater. WILDHUNT ELITE [SHIFTER] Your shifter-enhanced instincts and senses allow you to detect concealed and invisible creatures. Prerequisite: Shifter with the wildhunt trait. Benefit: While shifting, your nonvisual senses improve to such a degree that you gain the blindsense ability out to 30 feet.
SHIFTER STAMINA [SHIFTER] Yours is a heritage of endurance and tenacity, and you can shrug off bruises and fatigue. Prerequisites: Shifter with the beasthide, truedive, or wildhunt trait, Endurance. Benefit: While shifting, you are immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When your shifting ends, any fatigue or exhaustion effects that would have taken effect during your shifting (or that were in effect when you began shifting) take effect normally. SWIFTWING ELITE [SHIFTER] Your swiftwing shifter trait improves. Prerequisite: Shifter with the swiftwing trait. Benefit: While shifting, your base fly speed improves by 10 feet and your maneuverability improves to good. TRUEDIVE ELITE [SHIFTER] Your truedive shifter trait improves. Prerequisite: Shifter with the truedive trait. Benefit: While shifting, your swim speed improves by 10 feet. In addition, you take none of the regular penalties on melee attack rolls normally applicable to underwater combat. 24
VARJELLEN Varjellen tend to be soft-spoken but vigorously defend cause that inspire them. They believe sentient beings should struggle to make order out of chaos, while attending to the greater good whenever possible. Varjellen are widely recognized for their keen analytical and organizational abilities. They embody idealism and daring, often attaching themselves to causes that seem hopeless or lost right from the start. They are creative and inquisitive, concealing great spirit and enthusiasm behind a quiet, orderly exterior. Physical Description: Tall and angular, the varjellen would never be confused with humans. They have a violetred hue to their flesh; bulbous, yellow-cast, contralateral eyes; a tall, thin crest atop their head; and a broad chest with two limblike structures that open a cavity within their chest. This cavity protects their heart and provides them access to it and other internal organs. Humans have likened a varjellen’s chest to a cage with doors that can open and close. The varjellen call this protected cavity their “crucible.” Having access to their own internal organs provides the varjellen with a unique benefit. By gently massaging and subtly rearranging their organs in a manner understood only by the varjellen brain, they gain control over their entire physical structure, modifying their bodies on a cellular level as needed. In other words, a varjellen can make itself faster, stronger, and even smarter when it needs to. But there is a price. To increase musculature of one kind, another must be diminished. To improve brain structures, tissue from
elsewhere in the body must be sacrificed. When a varjellen becomes smarter, it becomes slower or weaker. When it becomes faster or more graceful, it becomes less hardy or less intelligent, and so on. The process of alteration is called reforging. Varjellen can reforge themselves a maximum of once each day, and the process takes one hour. Varjellen are sexless until they wish otherwise, at which point they can adopt organs to take on either a male or female gender for reproductive purposes. Obviously, once a varjellen has become pregnant, she retains female characteristics until she gives birth approximately six months later. Humans are incapable of discerning any difference between the varjellen who take on gender and those who do not. Varjellen live 250 years or more and typically reproduce only once, always giving birth to twins. Like humans, they breathe oxygen, require food and water, and so on. However, they are herbivorous and cannot digest meat. By human standards, they prefer particularly spicy food and very strong liquor. Most viruses and toxins that affect humans affect the varjellen as well, although there are rare differences. Their eyesight is at least half again as good as a human’s, but their hearing is a bit worse. They have no sense of smell. Varjellen wear clothing not unlike human garments, always covering their crucible. Individuals typically paint, tattoo, or otherwise decorate their crest and head to express their own personality.
VARJELLEN CHARACTERS
+2 to One Ability Score: Varjellen characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Varjellen are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Varjellen base land speed is 30 feet. Low-Light Vision: Varjellen can see twice as far as humans in conditions of dim light. Armor: Varjellen have a +2 natural armor bonus. Reforge Anatomy: Varjellen alter their anatomy once per day to increase either their strength, dexterity, or intelligence. The reforging process takes one hour. Unusual Anatomy: Varjellen anatomy changes, giving them a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 9th level. Keen Mind: Varjellen receive a +2 racial bonus on Knowledge (Numenera) skill checks. Poor Senses: Varjellen suffer a -2 racial bonus on Perception skill checks. Exotic Weapon Familiarity: Varjellen characters begin play with the Exotic Weapon Proficiency feat. This is to reflect their otherworldly culture. Languages: Varjellen begin play speaking Varjellen and Common. Varjellen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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VARJELLEN Relations: Humans often find them cold, ponderous, and unemotional most of the time, but they can be unpredictably warm, impassioned, or erratic. Guarded around strangers, the varjellen are freer with information and casual behavior among those they trust. But often, a varjellen’s trust is difficult to win. Alignment and Religion: — Adventurers: Many varjellen enjoy working with tools and are fascinated by devices of the past, though they care little for history in general, preferring to focus on the present and the future. They are drawn to mystery and exploration. The varjellen enjoy visual arts and music, but they have no concept of poetry or prose and don’t care much for stories. Although they are reluctant warriors, the varjellen do what they must to protect themselves. They are almost never the aggressors in physical situations, but if necessary, they can be as devious or ruthless as any human (again, this varies from individual to individual). They value equality and fairness but may define these concepts differently than humans do. The varjellen need for justice gives them a deep desire to right wrongs—vengeance is well known among their kind. Names: Arikakon, Bant, Baraka, Basz, Berooken, Bulul, Caralli, Cilghal, Eekar Oki, Eerin, Gahan, Genkal, Gumbrak, Halabar, Ibtisam, Jesmin, Jhemiti, Liddell, Maliyu, Meena, Merai, Mix, Niathal, Nahdar, Nyubuna, Odanni, Oro, Pakmillu, Pashna, Perit, Ragab, Rekara, Rotramel, Shenir Rix, Sissalik, Tanquar, Tekba, Terpfen, Tills, Timi, Vebb, Walwah, Yos Kolina
Unusual Anatomy (Ex): Varjellen anatomy changes, giving them a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 9th level.
Reforge Anatomy (Ex): Varjellen can alter their anatomy once per day to increase either their strength, dexterity, or intelligence. The reforging process takes one hour. To reforge themselves varjellen open a protective cavity within their chest which they refer to as their “crucible.” This cavity protects their heart and provides them access to it and other internal organs. By gently massaging and subtly rearranging their organs in a manner understood only by the varjellen brain, they gain control over their entire physical structure, modifying their bodies on a cellular level as needed. By use of the reforging process a varjellen can make itself stronger, faster, or smarter when it needs to. But there is a price. To increase musculature of one kind, another must be diminished. To improve brain structures, tissue from elsewhere in the body must be sacrificed. When a varjellen becomes smarter, it becomes slower or weaker. When it becomes faster or more graceful, it becomes less hardy or less intelligent, and so on. Reforge for Strength: +2 increase to Strength, -2 decrease to Dexterity or Intelligence Reforge for Dexterity: +2 increase to Dexterity, -2 decrease to Strength or Intelligence Reforge for Intelligence: +2 Intelligence, -2 decrease to Strength or Dexterity
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WARTHOON These fabled four-armed giants were once native to lowgravity planet of Akiton and renowned across their planet for their ferocity in battle. How and when they arrived on Toril still remains a mystery. Most warthoon are born and come of age in fierce tribal clans known collectively as the Warthoon-neh, and disdain the “soft living” practiced by many other humanoid races—they believe the abandonment of nomadic culture is a slippery slope that leads away from individual honor and into marginalization. Whether with flashing swords and lances, the clans of the warthoon constantly vie for resources in the hard deserts and mountains where they live, their need to survive trumped only by a still greater desire for honor. Physical Description: Typical warthoon warriors stand 12 feet tall with green skin, and a double torso, each with its own set of arms. They weigh 500 pounds, and their lean bodies are corded with ropes of muscle. Most warthoon prefer to go naked save for loincloths and the leather harnesses that crisscross their chests and secure their weapons in place. When they wear clothing, its either practical such as hide armor and wrappings that protect against biting sandstorms, or ceremonial like the brightly colored skins and feathers chieftains and shamans wear. Society: Though considered barbaric by many, the warthoon operate under strict codes of conduct that dictate how a warrior may gain status via ritualistic challenges or daring coups in territorial squabbles. Unfortunately for other races, these rules almost always apply exclusively
to interactions with other warthoon, and the warthoon see “lesser” races as little more than sheep to be culled. Of course, one must also understand how they live their everyday lives. The people are barbaric, they have no art and no written language, and have never constructed any structure beyond their necessary birthing incubators. Their sense of humor is cruel, laughing at death and suffering. They are constantly at war with each other, and with the red people. They detest mining and physical labor, and all things of value are produced by the females of the species. Concerning law, they make new laws only as it becomes necessary; a new law for each emergency. They are unfettered by precedent in the administration of justice. Customs have been handed down by ages of repetition, but the punishment for ignoring a custom is a matter for individual treatment by a jury of the culprit’s peers. There are numerous personal duels in the community, as many as eight a day. The victor of each encounter assumes the name of the vanquished and all of the retinue and possessions held by the deceased. Warthoon prize honor above everything. Unfortunately, for the common warthoon, honor is synonymous with brute strength. Warthoon divide themselves in tribes and hordes, leading a nomadic life. Each tribe is ruled by a jed, while a horde is controlled by one of the mighty jeddaks. Warthoon value strength and resistance, lacking any sense of mercy or empathy, even for their animals – savage beasts of battle that attack their own riders if given the chance. The only salutary trait of the warthoon is their total hatred
WARTHOON CHARACTERS
+2 Strength, -2 Dexterity, –2 Intelligence, -2 Charisma: Warthoon are brutal and savage. Large: Warthoon are Large and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size bonus on Stealth checks. Normal Speed: Warthoon base land speed is 40 ft. (30 ft. in armor). Space: 10 ft.; Reach: 10 ft. Desert Runner (Ex) A warthoon has a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Desert Stride (Ex) A warthoon moves through non-magical difficult terrain in desert environments at normal speed. Ferocity: A warthoon remains conscious and can continue fighting even if its hit point total is below 0. Multi-Armed (Ex) A warthoon has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. Natural Armor: Warthoon have a +4 natural armor bonus Resistant: Warthoon have Resist cold 5 Languages: Warthoon begin play speaking Giant. Warthoon with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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WARTHOON for thieves and brigands. A warthoon who is caught stealing is killed very slowly, to the great delight of their tribe. A few tribes of warthoon have more enlightened rulers, usually those who have had contact with lawful and civilized races before been brutalized by their fellows. These rare clans reveal the true virtues of their race: true honor, courage and eternal friendship to those who are loyal. Relations: Warthoon doesn’t know trade or any kind of civilized exchange. If they need food or weapons, they plunder. If they require manufacturing experts or servants, they take slaves. Warthoon only respect strength of arms, although a canny and brutal leader is capable of acquiring control over a tribe or maybe even a horde. Religion: Most warthoon worship Tempus The Foehammer. They have a strong taboo against clerics and divine spellcasters, preferring spiritual counseling from a tribal druid. Those tribes living closer to humanoid regions may have an oracle devoted to a god of battle and chaos. Adventurers: Though warthoon can be found on occasion working as lone mercenaries in cities, such urban individuals are the exception rather than the rule. Warthoon druids preach that in human cities, an individual is little more than a faceless cog in a machine, remembered by no one. Yet a warthoon warrior who rides heroically into battle atop her armored reptilian steed is never forgotten—neither by her own kin, nor by the families of those she defeats. Thus, in battle, a warthoon is made truly immortal. Warthoon adventurers are usually exiles or members of isolated or frontier tribes, although it is not uncommon for young warthoon to leave their horde to work as mercenaries. Male: Barak Sol, Dir Nov, Dotar Sojat, Grote, Hok, Karak, Lorqas Ptomel, Malus, Sojat, Tal Hajus, Tas Tharvas, Tars Sojat, Tars Tarkas, Voro, Zad Female: Aola, Kala, Katja, Loas, Nala, Sola, Sarkoja, Taja, Zora
RACIAL FEATS Warthoon may select Multiweapon Fighting as one of their feats. MULTIWEAPON FIGHTING (COMBAT) This multi-armed creature is skilled at making attacks with multiple weapons. Prerequisites: Dex 13, three or more hands. Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands. Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting. Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
Diet: The warthoon exist almost exclusively on a plant they find in the desert called Dragon Root which makes a liquid similar to milk—up to eight or ten quarts a day— and provides a cheese-like food. When warthoon are in the company of humanoids they will eat meats and other vegetables. Armor and Weapons: Most warthoon prefer to go naked save for loincloths and leather harnesses that crisscross their chests and secure their weapons in place. When they wear clothing, its either practical such as hide armor and wrappings that protect against biting sandstorms, or ceremonial like the brightly colored skins and feathers chieftains and shamans wear. The favored weapons of the warthoon are the spear, long sword, short sword, dagger, and javelin.
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WOOD WOAD Wood woads are brutish and territorial plant creatures akin to treants. Their bodies resemble those of powerfully built but twisted men, composed entirely of bark-covered wood. Their hands end in gnarled, branchlike fingers, and their feet are masses of black roots. Physical Description: This strange humanoid-shaped creature bears a large wooden shield and club held at the ready. Small black eyes glower at you from within deep pits in its face. Its body is covered in bark and burls of muscle, and a circle of branch stubs crowns its head. Society: Wood woads haunt ancient forests. They frequently loiter around treants and make their lairs near old ruins. Relations: Wood woads cooperate with the other forest races to help protect and preserve the forests they live in. They view outsiders suspiciously, and will anger quickly when seeing creatures using fire recklessly. Wood woads do not have much use for most humanoids other than druids and rangers who help it protect the forest. Other, short-lived humanoids lack the long-term perspective wood woads possess, and often cannot understand why the wood woads must care for and preserve the forests. Religion: — Adventurers: A wood woad’s favored class is ranger, but most wood woad leaders are druids. Male: Beechbone. Bregalad, Fangorn, Finglas, Fladrif, Groot, Leaflock, Mallorn, Quickbeam, Skinbark, Treebeard Female: Avendesora, Fimbrethil, Mallos, Wandlimb
Armor Proficiency: Wood woads abstain from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A wood woad may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Wood woads also abstain from using shields not made from wood. Miscellaneous: A wood woad has the power to enter trees as a dryad can, but it can also use this ability to teleport from tree to tree. This similarity to the dryad’s ability has led some to think that wood woads are the male version of the race, but they are in fact plants, and they reproduce through seeds much like a treant does. Wood woads cannot carry most treasure items with them when they move from tree to tree; after defeating a foe, they often carry useful items some distance away to hide them in a hollow tree or under a stump. Although dim-witted, wood woads have an excellent memory for where such caches lie, and they return to them to retrieve better weapons or useful items when they spot intruders. Such caches are often guarded by a thick wooden door that a wood woad opens and closes with its warp wood ability. This power allows a wood woad to twist dead wood and wooden objects, and a forest occupied by a wood woad is often marked by frequent instances of its past uses of the ability. A wood woad is about 6 feet tall and weighs 300 pounds. Wood woads attack any creature not native to their forests. They charge foes from some distance away, using
WOOD WOAD CHARACTERS
+2 to One Ability Score: Wood woad characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Wood woads are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Wood woad base land speed is 30 feet. Wood woad climb speed is 20 ft. per round Low-Light Vision: Wood woads can see twice as far as humans in conditions of dim light. Skills: Wood woads have a +4 racial bonus on Acrobatic and Stealth checks. A wood woad has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. In wooded areas, a wood woad gains an additional +4 bonus on Stealth checks. Armor: Wood woads have a +4 natural armor bonus. Plant Traits: Wood woads are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Tree Stride: At will, a wood woad can enter a living tree as a free action and exit from it or another living tree. Warp Wood: A wood woad can use a warp wood effect, as the spell, 3x per day Weakness (Fire): Wood woads takes half again as much damage (+50%) from fire, regardless of whether a saving throw is allowed or if the save is a success or failure. Weakness (Warp Wood Effects): Wood woads suffer a -2 penalty against all numenera/spells that effect and warp wood. Languages: Wood woads begin play speaking Common and Sylvan. Wood woads with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 29
WOOD WOAD their tree stride ability to cross the distance swiftly. After they warp their foes’ wooden weapons and strike a few blows, wood woads flee and watch to see if their enemies go away. Warp Wood (Sp): A wood woad can use a warp wood effect, as the spell, three times per day. Attended objects can avoid the effect with a DC 13 Will save (but if a saving throw succeeds, the wood woad can simply produce the effect again in the following round). Caster level 8th. The save DC is Wisdom-based. Tree stride (Su): At will, a wood woad can enter a living tree as a free action and exit from it or another living tree within 60 feet, continuing as though the distance between the trees had not been crossed. A wood woad moving in this manner can charge or run through trees so long as it moves in a straight line. The entrance and exit trees must have girths at least equal to the wood woad’s, and the wood woad cannot take non-vegetable items or other creatures with it when it tree strides. A wood woad can exit a tree in any direction and from any part of the tree that has enough girth. A wood woad can remain inside a living tree for as long as it wishes. A wood woad inside a tree senses the world around it normally and automatically knows which trees within 60 feet are living and can accept its girth. If the tree in which a wood woad hides is chopped down, burned up, or otherwise killed, the wood woad inside dies. This ability is a teleportation effect.
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RACES
Bariur
Githzerai
Grippli
Kobold 31
RACES
Maug
Nerra
Shifter
Halfling, Talenta 32
RACES
Vanara
Wood Woad
Varjellen
Warthoon 33