Aasimar
This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.
Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.
Aasimar cleric 1
NG Medium (native)
Init +0; Senses 60 ft.; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
(CL 1st; concentration +3)
1/day—daylight
Spells Prepared (CL 1st; concentration +4)
1st—bless, command (DC 14), protection from evil
0 (at will)—detect magic, guidance, stabilize
Domains Good, Healing
STATISTICS
Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +0; –1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
ECOLOGY
Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)
AASIMAR CHARACTERS
Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.
+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Android
This slender woman possesses a strange, calculated grace. Her pale flesh is adorned with complex blue tattoos.
The technological beings known as androids possess an almost human appearance. Although they are not human, most androids who dwell among humans prefer to hide their true nature and attempt to live as if they were humans. Their difficulty in understanding and imitating emotions can betray their true nature if they are not careful, so most study humans intently to become better at disguising themselves. Androids are created, not born, and come into the world fully mature. The alien forges in which new androids are created are hidden in mysterious ruins, and most androids have no memory of the processes involved in their creation or the locations where their construction took place. A typical android stands 6 feet tall and weighs 200 pounds.
Android rogue 1
N Medium (android)
Init +3; Senses 60 ft., ; Perception +6
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +0; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; disease, emotion, exhaustion, fatigue, fear, sleep
OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6+1/18–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 6
Base Atk +0; +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +7, Climb +5, Disable Device +7, Escape Artist +7, Knowledge (engineering) +3, Knowledge (local) +6, Perception +6, Sense Motive +0, Sleight of Hand +7, Stealth +7
Racial Modifiers +2 Perception, –4 Sense Motive
Languages Common, Dwarven, Elven
SQ emotionless, exceptional senses, nanite surge, trapfinding +1
ECOLOGY
Environment any
Organization solitary, pair, or platoon (3–12)
Treasure NPC gear (leather armor, rapier, other treasure)
SPECIAL ABILITIES
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Nanite Surge (Ex) An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
ANDROID CHARACTERS
Androids are defined by their class levels—they do not possess racial Hit Dice. An android’s challenge rating is equal to her class level. Androids have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift ref lexes and are very intelligent, but often have difficulty relating to others.
Exceptional Senses (Ex): Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless: Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
Nanite Surge (Ex): An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic).
Astomoi
This humanoid appears to be made of darkness, and has no discernible ears, eyes, mouth, or nose.
These mysterious humanoids require no food—indeed, they have no mouths—and they have no eyes with which to survey their environment. Instead, they rely on their powerful minds to sense the world around them, and subsist on nutrients absorbed from the air. This can turn against them, however, as powerful smells and inhaled poisons can render an astomoi helpless. Predisposed to asceticism, astomoi rarely wear more than rags, if they wear anything at all.
Astomoi psychic 1
N Medium (astomoi)
Init +1; Senses 60 ft., , telepathic senses; Perception +7
DEFENSE
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
hp 7 (1d6+1)
Fort +0, Ref +1, Will +5; –2 vs. disease and inhaled poison
ingested poisons
Weaknesses sensitive breath
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
Special Attacks phrenic amplification (conjured armor), phrenic pool (3 points), physical (+3, 3/day)
Psychic Spells Known (CL 1st; concentration +4)
1st (4/day)—expeditious retreat, mind thrust I (DC 14), summon monster I
0 (at will)—daze (DC 13), flare (DC 13), grave words, telekinetic projectile
Psychic Discipline self-perfection
STATISTICS
Str 8, Dex 13, Con 10, Int 17, Wis 16, Cha 10
Base Atk +0; –1; CMD 13
Feats Combat Casting
Skills Diplomacy +4, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Celestial, Common, Sylvan (can’t speak any language); 100 ft.
SQ mouthless
ECOLOGY
Environment any land
Organization solitary, pair, or convent (6–20)
Treasure NPC gear (dagger, other treasure)
SPECIAL ABILITIES
Mouthless (Ex) Astomoi don’t need to eat or drink to survive. Instead, they absorb the essence of food and drink; this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. Astomoi consume potions and other ingested materials in the same fashion. Since they never actually ingest anything, they can’t normally be exposed to ingested poisons.
Sensitive Breath (Ex) Astomoi take a –2 penalty on saving throws against disease and inhaled poisons.
Telepathic Senses (Ex) Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.
ASTOMOI CHARACTERS
Astomoi are defined by class levels—they don’t have racial Hit Dice. Astomoi have the following racial traits.
–2 Constitution, +2 Intelligence, +2 Wisdom: Astomoi ever pursue enlightenment through self-denial and are psychically attuned to their surroundings, but their delicate bodies are more susceptible to the physical dangers of the world.
Medium: Astomoi are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Astomoi have a base speed of 30 feet.
Scent: Astomoi have the scent special ability.
Telepathic Senses: Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.
Sensitive Breath: Astomoi take a -2 penalty on saving throws against disease and inhaled poisons.
Mouthless: Astomoi don’t need to eat or drink to survive. Instead, they absorb the essence of food and drink; this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. Astomoi consume potions and other ingested materials in the same fashion. Since they never actually ingest anything, they can’t normally be exposed to ingested poisons.
Languages: Astomoi begin play knowing Common, but as they have no mouths, they cannot speak. They have telepathy with a range of 100 feet. Astomoi with high Intelligence scores can choose any of the following languages: Abyssal, Aklo, Celestial, Elven, Gnome, Infernal, and Sylvan.
Catfolk
This lithe, catlike humanoid has a long tail and pointed ears. Her feline eyes sparkle with curiosity and mischief.
Most catfolk are tribal hunter-gatherers who dwell in harmony with nature, though some tribes have acclimated well to urban environments. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Tribal catfolk prefer for the most capable societal members to lead, so every tribe has a council of elevated subchiefs. A tribe’s chief is usually the most competent (and magically talented) member of that tribe. Personal growth is part of catfolk culture, as is expression as a means of personal exploration. Catfolk have few taboos, and often exhibit harmless but strange eccentricities. Individuals cultivate a wide range of pursuits and self-expression, taking risks others might label unwise. Most individual catfolk like to be the center of attention, but not at the cost of group cohesion.
Catfolk ranger 1
NG Medium (catfolk)
Init +3; Senses ; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8+2/19–20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (magical beasts +2)
STATISTICS
Str 14, Dex 17, Con 12, Int 8, Wis 11, Cha 12
Base Atk +1; +3; CMD 16
Feats Weapon Focus (longbow)
Skills Climb +5, Handle Animal +5, Knowledge (nature) +3, Perception +2, Stealth +8, Survival +6
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat’s luck, sprinter, track +1, wild empathy +2
ECOLOGY
Environment any temperate or warm forest or plains, or urban
Organization solitary, pair, pride (3–12 plus 1 leader of 3rd level and 1–4 cheetahs or leopards), or tribe (13–60 plus 50% noncombatants and 1 subchief of 3rd level per 10 adults, and 1 chief of 6th level plus 6–12 cheetahs or leopards)
Treasure NPC gear (studded leather armor, longbow with 20 arrows, longsword, other treasure)
SPECIAL ABILITIES
Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Sprinter (Ex) A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
CATFOLK CHARACTERS
Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.
+2 Dexterity, –2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat’s Luck: Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Sprinter: A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Languages: Catfolk speak Catfolk and Common. A catfolk who has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Half ling, Orc, and Sylvan.
Changeling
This slender woman’s skin is unnaturally pale, her hair is dark, and each of her eyes is a different color.
Born of mysterious origins and raised by unknowing foster parents, changelings are the children of hags and their tricked lovers. Most don’t know of their monstrous origins, but there comes a time in every changeling’s life when these roots begin to call out to their host, urging the confused girl toward some end she can’t identify. When a hag of any sort conceives a child with a man, the result is a changeling. The male parent is usually killed and eaten by his partner before he can see the offspring. Changelings are, without exception, female, and almost always tall and slender. A changeling’s hair is typically long and dark, and her skin abnormally pale, but she otherwise looks for all practical purposes like a member of her father’s race. A frequent—but not universal—trait of changelings is noticeably mismatched eyes, each of which is a different color common among her father’s race. Upon reaching puberty and adulthood, the average changeling born to a human father stands approximately 5-1/2 feet tall and weighs about 110 pounds.
Female changeling witch 1
LN Medium (changeling)
Init –1; Senses 60 ft.; Perception +2
DEFENSE
AC 10, touch 9, flat-footed 10 (–1 Dex, +1 natural)
hp 8 (1d6+2)
Fort +1, Ref –1, Will +4
OFFENSE
Speed 30 ft.
Melee 2 claws +0 (1d4+1)
Special Attacks hexes (cauldron)
Witch Spells Prepared (CL 1st; concentration +3)
1st—hypnotism (DC 14), sleep (DC 14)
0 (at will)—daze (DC 13), light, touch of fatigue (DC 13)
Patron transformation
STATISTICS
Str 10, Dex 8, Con 12, Int 15, Wis 14, Cha 15
Base Atk +0; +0; CMD 9
Feats Brew Potion, Combat Casting
Skills Craft (alchemy) +10, Heal +6, Knowledge (arcana) +6, Spellcraft +6
Languages Common, Draconic, Elven, Orc
SQ hulking changeling, witch’s familiar (spider)
ECOLOGY
Environment any
Organization solitary
Treasure gear (quarterstaff, spell component pouch, other treasure)
CHANGELING CHARACTERS
Changelings are defined by their class levels— they don’t have racial Hit Dice. All changelings have the following racial traits.
–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but are clever and comely.
Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is.
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage rolls.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Sea Lungs (Sea Hag): The changeling can hold her breath for a number of rounds equal to 3 × her Constitution score before she risks drowning.
Claws: A changeling’s hands and fingernails tend to harden and become sharp, granting her two claw attacks, each of which deals 1d4 points of damage.
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings who have high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Dhampir
This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.
Cursed from birth, dhampirs result from the rare and unnatural union of vampires and humans. Although not driven to consume blood for survival as their undead progenitors are, dhampirs nonetheless know a lifelong desire for blood that nothing else can truly sate. Those who survive their early years face a life of fear and mistrust, their unnatural beauty and incredible ref lexes marking them as scions of the night just as surely as their sensitivity to light. Although polluted by undeath, dhampirs do grow old and die, aging at a rate similar to elves.
Dhampir fighter 1
CE Medium (dhampir)
Init +3; Senses 60 ft., ; Perception +1
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +2, Ref +3, Will –1 (+2 vs. disease and mind-affecting effects)
Defensive Abilities , resist level drain
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6+1/18–20)
(CL 1st; concentration +4)
3/day—detect undead
STATISTICS
Str 13, Dex 17, Con 10, Int 10, Wis 8, Cha 16
Base Atk +1; +2; CMD 15
Feats Toughness, Weapon Finesse
Skills Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3
Racial Modifiers +2 Bluff, +2 Perception
Languages Common
ECOLOGY
Environment any land
Organization solitary, pair, or court (3–8 and 1 vampire)
Treasure NPC gear (chain shirt, rapier, other treasure)
SPECIAL ABILITIES
Resist Level Drain (Ex) A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
DHAMPIR CHARACTERS
Dhampirs are defined by class levels—they don’t possess racial Hit Dice. All dhampirs have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: A dhampir is dazzled in areas of bright sunlight or within the radius of a daylight spell (they take a -1 penalty on attack rolls and sight-based Perception checks in these conditions).
Negative Energy Affinity: A dhampir is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature.
Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Resist Level Drain: A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).
Ghoran
The humanoid creature’s taut green shell extends like a cowl from chin to brow, wreathing a face of brilliant flower petals.
Ghorans arose from plant life created by advanced druidic magic to be an especially hardy and adaptive food source for humans. Over the centuries, the plants evolved sentience and ambulatory bodies that mimicked the appearance of humanoids as a method to discourage their enemies from hunting them and improve their chances of survival. Their creators did not imbue them with the ability to create more of the ghorus seeds that give them life, so ghorans are fanatically protective of these seeds and consider destroying them the worst of crimes.
Ghoran bard 1
N Medium
Init +1; Senses ; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +3
Weaknesses delicious, light dependent
OFFENSE
Speed 30 ft.
Melee rapier +1 (1d6–1/18–20)
Special Attacks bardic performance 7 rounds/day (countersong, , fascinate, inspire courage +1)
(CL 1st; concentration +4)
1/day—detect poison, goodberry, purify food and drink
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), sleep (DC 14)
0 (at will)—daze (DC 13), light, mending, message
STATISTICS
Str 8, Dex 13, Con 16, Int 8, Wis 12, Cha 17
Base Atk +0; –1; CMD 10
Feats Weapon Finesse
Skills Bluff +7, Knowledge (history) +4, Knowledge (local) +4, Perception +5, Perform (sing) +7
Languages Common, Sylvan
SQ bardic knowledge +1, ghorus seed, past-life knowledge
ECOLOGY
Environment any
Organization solitary, pair, or plot (3–12)
Treasure NPC gear (rapier, other treasure)
SPECIAL ABILITIES
Delicious (Ex) Ghorans take a –2 penalty on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability.
Ghorus Seed (Ex) As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character.
Light Dependent Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Past-Life Knowledge (Ex) Ghorans remember memories encoded in their ghorus seed. They treat all Knowledge skills as class skills.
GHORAN CHARACTERS
Ghorans are defined by their class levels—they don’t have racial Hit Dice. A ghoran’s challenge rating is equal to her class level. Ghorans have the following racial traits.
+2 Constitution, +2 Charisma, –2 Intelligence: Ghorans are hardy and guileful, but process thoughts slowly.
+2 Natural Armor: Ghorans have tough, rugged skin.
Plant: Ghorans have the plant type.
Delicious: Ghorans take a -2 penalty on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability.
Natural Magic: Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities:
1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. The caster level is equal to the ghoran’s level. The DC for these spells is equal to 10 + the spell’s level + the ghoran’s Charisma bonus.
Ghorus Seed: As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character.
Light Dependent: Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Past-Life Knowledge: Ghorans remember memories encoded in their ghorus seed. They treat all Knowledge skills as class skills.
Languages: Ghorans begin play speaking Sylvan and Common. Ghorans with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).
Ifrit
This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.
Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were af lame. All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn’t make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.
Ifrit sorcerer 1
N Medium (native)
Init +3; Senses 60 ft.; Perception –2
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +0 fire 5
OFFENSE
Speed 30 ft.
Melee scimitar +0 (1d6/18–20)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 fire)
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
1/day—burning hands (DC 14)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—burning hands (DC 15), mage armor
0 (at will)—acid splash, detect magic, flare (DC 14), prestidigitation
Bloodline elemental (fire)
STATISTICS
Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
Base Atk +0; +0; CMD 13
Feats Eschew MaterialsB, Martial Weapon Proficiency (scimitar)
Skills Bluff +7, Knowledge (arcana) +5, Spellcraft +5
Languages Common, Gnome, Ignan
SQ bloodline arcana, fire affinity
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scimitar, other treasure)
SPECIAL ABILITIES
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
IFRIT CHARACTERS
Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
Energy Resistance: Ifrits have fire resistance 5.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Half ling, and Terran.
Kitsune
This elegantly dressed woman has the head and bushy tail of well-groomed fox.
Wily but noble, kitsune are a race of shape-changing fox folk. Each Kitsune has two shapes—a slender and attractive human form and its true form of an anthropomorphic fox. In either form, it displays physical grace and natural beauty. Most kitsune have ruddy, auburn fur and salient amber or pale blue eyes, though some are born with black, gray, or even white fur. White-furred kitsune are revered for their close connection to their spirit ancestors and typically raised as oracles. Quick-witted and nimble, kitsune delight in the creative arts, particularly riddles, storytelling, pranks, and tall tales, and have garnered a well-deserved reputation and duplicitous tricksters. They are a good-natured folk and greatly value friendship. When encountered outside human settlements, kitsune tend to live in small and remote villages run by elders of ancestral clans. In human settlements, kitsune usually remain in human form to avoid conflict.
Female kitsune sorcerer 1
N Medium (kitsune, shapechanger)
Init +2; Senses ; Perception +3
DEFENSE
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 5 (1d6–1)
Fort –1, Ref +2, Will +4
OFFENSE
Speed 30 ft.
Melee bite –1 (1d4–1), mwk quarterstaff –5 (1d6–1)
Kitsune Spell-Like Abilities (CL 1st; concentration +4)
3/day—dancing lights
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—charm person (DC 15), sleep (DC 17)
0 (at will)—daze, detect magic, prestidigitation, read magic
Bloodline fey
STATISTICS
Str 8, Dex 15, Con 8, Int 12, Wis 14, Cha 17
Base Atk +0; –1; CMD 12
Feats Dodge, Eschew Materials
Skills Acrobatics +4, Bluff +7, Perception +3, Spellcraft +5, Stealth +3
Racial Modifiers +2 Acrobatics
Languages Common, Elven, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), , kitsune magic
ECOLOGY
Environment temperate forests, hills, or mountains
Organization solitary, pair, or gang (3–8)
Treasure NPC gear (potion of cure light wounds, mwk quarterstaff, other treasure)
SPECIAL ABILITIES
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp) Kitsune add 1 to the DC of any saving throws of enchantment spells they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability:
3/day—dancing lights.
KITSUNE CHARACTERS
Kitsune are defined by class levels—they do not possess racial Hit Dice. Kitsune have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in dim light.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp): Kitsune add 1 to the DC of any saving throws of enchantment spells they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.
Nagaji
This dark-scaled reptilian humanoid has lidless eyes, and a serpentine tongue that flickers from a fanged, lipless mouth.
The nagaji are a race of ophidian humanoids created by true nagas to serve as slaves. Vaguely humanlike in appearance, with scaled skin that mimics the colors and patterns of various true nagas, nagaji have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Nagaji venerate nagas as their creators, even going so far as to deify them. Despite the influence of their creators, nagaji maintain their own distinct cultures containing elements borrowed from those of both nagas and humans. They prefer warm to tropical regions and settle in wild, isolated regions such as steaming jungles, vast swamps, or volcanic mountains where they erect large temples in honor of their naga creators. These magnificent temples are surrounded by dozens of simple mud daub huts and clay brick structures, which serve as the nagaji’s homes and public buildings. Nagaji typically stand between 5-1/2 and 6 feet tall and weigh about 175 pounds.
Male nagaji fighter 1
LN Medium (reptilian)
Init +2; Senses ; Perception +4
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 natural)
hp 10 (1d10)
Fort +1, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
OFFENSE
Speed 30 ft.
Melee naginata +5 (1d8+4/×4) or claw +4 (1d4+4)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
STATISTICS
Str 17, Dex 14, Con 8, Int 10, Wis 13, Cha 12
Base Atk +1; +4; CMD 16
Feats Power Attack, Weapon Focus (naginata)
Skills Handle Animal +3, Perception +4, Survival +5
Racial Modifiers +2 Handle Animal, +2 Perception
Languages Common, Draconic
ECOLOGY
Environment warm forests or hills
Organization solitary, war band (2–12), or clan (12–24)
Treasure NPC gear (leather armor, longbow with 20 arrows, naginata, other treasure)
NAGAJI CHARACTERS
Nagaji are defined by class levels—they do not possess racial Hit Dice. Nagaji have the following racial traits.
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji have strong bodies and personalities, but disdain intellectualism.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales: Nagaji have a +1 natural armor bonus due to their scaly flesh.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.
Naiad
This lovely woman’s skin appears to be made of water. She has a fluid grace and wears clothing of woven reeds and leaves.
Naiads are protectors of freshwater areas such as lakes, ponds, and particularly rivers. While many naiads are reclusive, some choose to regularly visit settlements built near their bodies of water as long as those settlements are respectful to nature and the fey. Others explore the vast world, bonding to bodies of water as they travel. These naiads are the most likely to come in contact with other societies or visit other nations, but regardless, these fey enjoy inspiring others to artistic greatness. Some take this as proof that naiads originated long ago from the intermingling of nymph and mortal bloodlines.
Naiad bard 1
NG Medium (water)
Init +3; Senses ; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
Defensive Abilities water bond
OFFENSE
Speed 30 ft., 30 ft.
Melee dagger –2 (1d4–2/19–20)
Ranged dagger +3 (1d4–2/19–20)
Special Attacks bardic performance 7 rounds/day (countersong, , fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), cure light wounds
0 (at will)—detect magic, light, message, prestidigitation (DC 13)
STATISTICS
Str 6, Dex 16, Con 13, Int 12, Wis 10, Cha 17
Base Atk +0; –2; CMD 11
Feats Combat Casting
Skills Diplomacy +7, Handle Animal +6, Knowledge (nature) +8, Perception +4, Perform (wind instruments) +9, Sense Motive +4, Stealth +7, Swim +7
Racial Modifiers +2 Handle Animal, +2 Knowledge (nature)
Languages Aquan, Common, Sylvan
SQ inspiration, bardic knowledge +1
ECOLOGY
Environment any freshwater
Organization solitary, pair, or current (3–10)
Treasure standard (dagger, mwk flute, other treasure)
SPECIAL ABILITIES
Inspiration (Su) A naiad can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the naiad’s token and retains her favor, that creature gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The naiad retains a link to her token and its carrier as if she had cast status on the carrier. The naiad can end this effect at any time as a free action. A single naiad can only inspire one other creature at a time in this manner.
Water Bond (Su) A naiad gains strength from a pond, lake, river, or other body of fresh water by bonding with it. While within 300 yards of her bonded body of water, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a naiad can forge a bond with a body of fresh water.
NAIAD CHARACTERS
Naiads are defined by class levels—they don’t have racial Hit Dice. Naiads have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Strength: Naiads have elegant fey grace and beauty but have delicate builds.
Medium: Naiads are Medium creatures.
Speed: Naiads have a base speed of 30 feet and a swim speed of 30 feet.
Low-Light Vision: All Naiads can see twice as far as humans can in dim light.
Fey Nature: Naiads have a +2 racial bonus on Handle Animal and Knowledge (nature) checks.
Inspiration: A naiad can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the naiad’s token and retains her favor, that creature gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The naiad retains a link to her token and its carrier as if she had cast a status spell on the carrier. The naiad can end this effect at any time as a free action. A single naiad can only inspire one other creature at a time in this manner.
Water Bond: A naiad gains strength from a pond, lake, river, or other body of fresh water by bonding with it. While within 300 yards of her bonded body of water, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a naiad can forge a bond with a body of fresh water.
Languages: Naiads begin play speaking Common and Sylvan. Naiads that have high Intelligence scores are able to choose from any of the following bonus languages: Aklo, Aquan, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Sylvan, and any regional human tongue.
Orang-Pendak
This hairy humanoid has orange-brown hair, a broad chest, and muscular arms.
Orang-pendaks are a rare offshoot of the sasquatch species that dwells in remote mountainous jungles. Elusive and shy, they are rarely seen by other races. Given their friendship with apes (gibbons and orangutans in particular) and their hunched posture and shaggy fur— ranging from tawny or reddish to dark brown or black— they are often mistaken for those beasts at a distance. Orang-pendaks train apes and monkeys to hunt and fight for them, but despite the friendship and similar appearance, the species are not closely related. Within their remote holds, Orang-pendaks cluster together into seminomadic tribes, hunting and gathering in a region until food and game becomes scarce, then moving on to the next area. Many tribes follow a regional pattern to this migration, allowing parts of the jungle to repopulate and gathering only enough substance so as not to disrupt the land’s ability to recoup the losses. Orang-pendaks range from 3 to 5 feet tall as adults, weighing up to 150 pounds, and they are quite strong for their size. Orang-pendaks are largely herbivorous, but sometimes hunt with spears, clubs, and bolas.
Orang-pendak fighter 1
N Small (sasquatch)
Init +1; Senses ; Perception +1
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee spear +5 (1d6+3/×3)
Ranged spear +4 (1d6+3/×3) or bolas +4 (1d3)
Special Attacks tear apart
STATISTICS
Str 17, Dex 14, Con 13, Int 6, Wis 12, Cha 10
Base Atk +1; +3; CMD 15
Feats Power Attack, Skill Focus (Stealth)
Skills Climb +7 (+11 in forests), Handle Animal +4 (+8 with apes and monkeys), Stealth +9 (+13 in forests)
Racial Modifiers +4 Climb in forests, +4 Handle Animal with apes and monkeys, +4 Stealth in forests
Languages Sasquatch
SQ forest walker, own two feet, simian empathy
ECOLOGY
Environment warm forests
Organization solitary, pair, family (3–7), or tribe (8–30 plus 8–30 noncombatants, 1 chieftain [3rd- to 5th-level hunter or ranger], 1 shaman [3rd- to 5th-level druid or shaman], and 1d4 gorillas or 1 monkey swarm)
Treasure NPC gear (spear, 2 bolas, other treasure)
SPECIAL ABILITIES
Forest Walker (Ex) Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Own Two Feet (Ex) Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy (Ex) Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart (Ex) Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
ORANG-PENDAK CHARACTERS
Orang-pendaks are def ined by their class levels—they don’t have racial Hit Dice. All orang-pendaks have the following racial traits.
+2 Strength, +2 Wisdom, –2 Intelligence: Orang-pendaks are strong and intuitive, but not particularly clever.
Small: Orang-pendaks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Forest Walker: Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.
Own Two Feet: Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy: Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart: Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
Languages: Orang-pendaks begin play speaking Sasquatch. Orang-pendaks who have high Intelligence scores can choose from the following: Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and Vishkanya.
Oread
This large warrior appears heavy and solid, with chiseled, angular features that make her look almost like a statue brought to life.
Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along its line, often that of a shaitan genie. Oreads are strong and solidly built, and prefer wearing earth tones that match the coloration of their flesh and hair—shades of gray, brown, black, or white. In rare cases, oreads’ stone-like traits are so strong as to leave no question as to their nature, with growths like rocky outcroppings protruding from their skin or hair like crystalline spikes. Oreads tend to be stoic and contemplative, slow to anger but terrible when roused. Outside of combat, they tend to be quiet, dependable, and protective of their friends.
Oread fighter 1
N Medium (native)
Init +2; Senses 60 ft.; Perception +2
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +4
acid 5
OFFENSE
Speed 20 ft.
Melee longsword +3 (1d8+3/19–20)
Ranged composite longbow +4 (1d8+2/×3)
(CL 1st; concentration +0)
1/day—magic stone
STATISTICS
Str 15, Dex 15, Con 14, Int 8, Wis 14, Cha 8
Base Atk +1; +3; CMD 15
Feats Iron Will, Weapon Focus (longbow)
Skills Intimidate +4
Languages Common, Terran
SQ elemental affinity
ECOLOGY
Environment any land
Organization solitary, pair, or team (3–5)
Treasure NPC Gear (leather armor, longsword, composite longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Earth Affinity (Ex) Oread sorcerers with the Elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
OREAD CHARACTERS
Oreads are defined by class levels—they do not possess racial Hit Dice. Oreads have the following racial traits.
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals the oread’s total Hit Dice).
Energy Resistance: Oreads have acid resistance 5.
Earth Affinity: Oread sorcerers with the Elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and Undercommon.
Reptoid
This gaunt, scaled humanoid has reptilian eyes, a barely perceptible nose, and a wide, lipless mouth filled with sharp teeth.
Reptoids are bipedal reptiles from another planet, or perhaps even another plane—they refuse to reveal their origins to humanoids, even under duress. Disguised as members of others races, the reptoids seek positions of power in order to secretly prepare for an invasion from their homeworld. Even those who are aware of reptoids in their midst can never be truly sure who is real and who is an alien, as these creatures are often adept at enchantment and psychic magic, which they use to cover the tracks of their deceptions and to ensure the complacency or even collusion of their soon-to-be thralls.
Reptoid mesmerist 1
LE Medium (reptilian, shapechanger)
Init +0; Senses ; Perception +5
DEFENSE
AC 11, touch 10, flat-footed 11 (+1 natural)
hp 7 (1d8–1)
Fort +1, Ref +2, Will +3; +2 vs. mind-affecting effects and poison
OFFENSE
Speed 30 ft.
Melee bite +1 (1d3+1), 2 claws +1 (1d3+1)
Special Attacks hypnotic stare, mesmerist tricks (4/day, psychosomatic surge), painful stare
Mesmerist Spells Known (CL 1st; concentration +4)
1st (2/day)—hypnotism (DC 14), innocence
0 (at will)—daze (DC 13), detect magic, message, prestidigitation
STATISTICS
Str 12, Dex 10, Con 8, Int 14, Wis 13, Cha 17
Base Atk +0; +1; CMD 11
Feats Great Fortitude
Skills Bluff +8, Diplomacy +7, Knowledge (local, nobility) +6, Linguistics +6, Perception +5, Sense Motive +5, Use Magic Device +7
Languages Common, Elven, Reptoid
SQ , consummate liar, mental potency
ECOLOGY
Environment any land
Organization solitary, pair, or cabal (3–8)
Treasure NPC gear
SPECIAL ABILITIES
Change Shape (Su) A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency (Ex) A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name.
REPTOID CHARACTERS
Reptoids are defined by their class levels—they don’t have racial Hit Dice. They have the following racial traits.
+2 Strength, +2 Charisma, –2 Dexterity: Reptoids are both manipulative and strong, but they’re deliberate in their movements.
Medium: Reptoids are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Reptoids have a base speed of 30 feet.
Low-Light Vision (Ex): Reptoids can see twice as far as humans in dim light.
Scales: When in its natural form, a reptoid has a +1 natural armor bonus.
Cold-Blooded (Ex): Reptoids receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Natural Weapons (Ex): When in its natural form, a reptoid has a bite attack and two claw attacks that deal 1d3 points of damage each.
Change Shape (Su): A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency (Ex): A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name.
Languages: All reptoids begin play speaking Common and Reptoid. Reptoids with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
Rougarou
This muscular, wolf-headed humanoid is covered in brown and gray fur.
Rougarous are wolf-headed humanoids who can transform into wolves. While this sometimes confuses others into mistaking a rougarou for a werewolf, these humanoids are not lycanthropes. In fact, most detest werewolves and hunt them mercilessly. The race isn’t numerous or widespread, and rougarous tend to live in secluded communities. They are very protective of their families and friends, and the communities they form tend to be strict and lawful. In their homeland, rougarous are most plentiful in southern swamps and marshes, where it is believed they originated, but have since spread throughout the rest of the world. While most of rougarou society is upstanding and trustworthy, as with any group there are some violent and aggressive members. These evil, loner rougarous occasionally form into packs that raid the countryside and prey upon the just and kind. Thankfully, rougarous are generally civilized and loyal, and most are quick to hunt down and punish their feral kin for their foul deeds. Rougarous age like humans, but they tend to be slightly taller and heavier than typical humans.
Female rougarou ranger 1
LN Medium (shapechanger)
Init +2; Senses , ; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee bite +4 (1d6+4)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (humanoid [shapechanger] +2)
STATISTICS
Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Base Atk +1; +4; CMD 16
Feats Point-Blank Shot
Skills Climb +7, Heal +5, Knowledge (nature) +4, Perception +5, Stealth +6, Survival +5
Languages Common, Rougarou
SQ (wolf; beast shape I), track +1, wild empathy +0
ECOLOGY
Environment any land
Organization solitary, pair, or pack (3–12)
Treasure standard (leather armor, longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Change Shape (Su) A rougarou can change shape once per day into a wolf as a standard action, as beast shape I. A rougarou can revert to its true form as a swift action.
ROUGAROU CHARACTERS
Rougarous are defined by their class levels—they do not have racial Hit Dice. All rougarous have the following racial traits.
+2 Str, +2 Wis, –2 Int: Rougarous are strong and alert, but simplistic.
Medium: Rougarous are Medium creatures.
Normal Speed: Rougarous have a base speed of 30 feet.
Senses: Rougarous have low-light vision and the scent special ability.
Change Shape: A rougarou can change shape once per day into a wolf as a standard action, as beast shape I. A rougarou can revert to its true form as a swift action.
Natural Weapon: Rougarous have a bite attack that deals 1d4 points of damage. This is a secondary attack if a rougarou wields a manufactured weapon.
Languages: Rougarous speak Common and their own racial language of Rougarou. Rougarous with high Intelligence scores can choose from these bonus languages: Aklo, Elven, Gnoll, Gnome, Goblin, or Sylvan.
Samsaran
This serene-looking slender young man has pale blue skin and solid black eyes, and is dressed in simple robes.
Samsarans are a race of humanoids whose spirits naturally reincarnate into another samsaran upon death. They have dark hair, pale bluish skin, and eyes with no visible pupil or iris. A samsaran’s blood is clear like water. Each samsaran is born with the knowledge that it has lived before, and shall continue onward after death through the cycle of reincarnation. When a samsaran dies, its body fades from sight, and another samsaran child appears somewhere and matures at the normal rate. Samsarans can reproduce with humans and produce true human offspring. Typical samsarans pursue simple, ascetic lives apart from mainstream society. They live in small isolated farming communities as individuals or couples, with older samsarans adopting newly manifested children. Some work as consultants, mediators, prophets, or seers.
Male samsaran oracle 1
N Medium (samsaran)
Init +2; Senses ; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +0, Ref +2, Will +4; +2 vs. death effects, negative energy effects, negative levels
OFFENSE
Speed 30 ft.
Melee spear –1 (1d6–1)
Ranged sling +2 (1d4–1)
(CL 1st; concentration +3)
1/day—comprehend languages, deathwatch, stabilize
Oracle Spells Known (CL 1st; concentration +3)
1st (4/day)—command (DC 13), cure light wounds, sanctuary (DC 13)
0 (at will)—ghost sound (DC 12), guidance, light, mage hand, read magic, resistance
Mystery lore
STATISTICS
Str 8, Dex 14, Con 11, Int 12, Wis 14, Cha 15
Base Atk +0; –1; CMD 11
Feats Toughness
Skills Diplomacy +6, Disable Device +7, Heal +6, Knowledge (religion) +5, Perception +8, Spellcraft +5
Racial Modifiers +2 Disable Device, +2 Perception
Languages Celestial, Common, Draconic, Samsaran
SQ lifebound, oracle’s curse (haunted), revelations (think on it), shards of the past (Disable Device, Perception)
ECOLOGY
Environment any land
Organization solitary or clan (3–12)
Treasure NPC gear (studded leather, spear, sling with 10 bullets, thieves’ tools, other treasure)
SAMSARAN CHARACTERS
Samsarans are defined by class levels—they do not have racial Hit Dice. Samsarans have the following racial traits.
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on saving throws against death effects, negative energy effects, saves to remove negative levels, and Con checks to stabilize.
Spell-Like Abilities (Sp): Samsarans with a Charisma score of 11 or higher gain the following:
1/day—comprehend languages, deathwatch, stabilize. The caster level is equal to the samsaran’s character level.
Shards of the Past (Ex): A samsaran gains a +2 bonus on any two skills and these become class skills.
Languages: Samsarans begin play speaking Common and Samsaran. Those with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, and Terran.
Shabti
Light shimmers across this humanoid figure’s bare golden skin, illuminating regal features.
Shabti are facsimiles of wealthy or powerful mortals seeking to escape judgement for their sins upon death. Grown from broken bits of mortal souls, shabti endure whatever cosmic punishments or labor might await their creators in the afterlife unless they’re discovered and freed by psychopomps. Shabti typically look like idealized humans with perfect physiques and flawless features. They usually stand 6 feet tall and weigh around 175 pounds.
Shabti oracle 1
LN Medium (native)
Init +1; Senses 60 ft.; Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d8+4)
Fort +3, Ref +1, Will +1
Defensive Abilities immune to undeath, resist level drain
OFFENSE
Speed 30 ft.
Melee longsword +0 (1d8/19–20)
(CL 1st; concentration +4)
1/day—suggestion (DC 16)
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)—command (DC 14), cure light wounds, summon monster I
0 (at will)—bleed (DC 13), create water, detect magic, ghost sound (DC 13), mage hand, stabilize
Mystery heavens
STATISTICS
Str 10, Dex 12, Con 16, Int 13, Wis 8, Cha 17
Base Atk +0; +0; CMD 11
Feats Martial weapon Proficiency (longsword)
Skills Diplomacy +7, Knowledge (religion) +5, Perception +3, Sense Motive +3, Spellcraft +5
Languages Celestial, Common
SQ immortal, oracle’s curse (haunted), past-life knowledge, revelations (coat of many stars), shattered soul
ECOLOGY
Environment any
Organization solitary or retinue (1 plus 2d4 human commoners)
Treasure NPC gear (club, potion of cure moderate wounds)
SPECIAL ABILITIES
Immortal (Ex) Shabti do not age naturally and can’t die of old age. While some might come into being at age categories other than adulthood, they never leave their original age categories. Spells and effects that cause aging affect a shabti as normal.
Immune to Undeath (Ex) Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Past-Life Knowledge (Ex) Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Resist Level Drain (Ex) A shabti takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for additional saving throws.
Shattered Soul (Ex) Shabti who are killed are exceptionally difficult to return to life. Anyone who attempts to return a shabti to life using raise dead, resurrection, or a similar spell must succeed at a caster level check whose DC is equal to 10 + the shabti’s Hit Dice. If it fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
SHABTI CHARACTERS
Liberated shabti often explore the planes, seeking to replace their false memories with unique experiences. Shabti are defined by their class levels—they don’t have racial Hit Dice. All shabti have the following racial traits.
+2 Constitution, +2 Charisma: Shabti have powerful bodies and presences to match.
Native Outsider: Shabti are outsiders with the native subtype.
Medium: Shabti are Medium creatures and receive no bonuses or penalties due to their size.
Darkvision: Shabti can see in the dark up to 60 feet.
Immortal: Shabti do not age naturally and can’t die of old age. While some might come into being at age categories other than adulthood, they never leave their original age categories. Spells and effects that cause aging affect a shabti as normal.
Immune to Undeath: Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Past Life Knowledge: Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Resist Level Drain: A shabti takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for additional saving throws.
Shattered Soul: Shabti who are killed are exceptionally difficult to return to life. Anyone who attempts to return a shabti to life using raise dead, resurrection, or a similar spell must succeed at a caster level check whose DC is equal to 10 + the shabti’s Hit Dice. If it fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
Normal Speed: Shabti have a base speed of 30 feet.
Spell-Like Ability: A shabti can use suggestion once per day as a spell-like ability, with a caster level equal to the shabti’s class level.
Languages: Shabti begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Skinwalker
This man seems human at first, but a closer look reveals he has claws and sharp teeth.
Most people believe that skinwalkers are half-breeds of lycanthropes, or that they possess a weaker version of the curse of lycanthropy. However, skinwalker shamans claim that their people were chosen by the gods as a bridge between humanity and animals. Either way, skinwalkers resemble humans much of the time, but they have the uncanny ability to transform into bestial humanoids with powerful and fearsome aspects of animals.
Male skinwalker ranger 1
N Medium (shapechanger, skinwalker)
Init +2; Senses ; Perception +6
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d4+3)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (human +2)
Skinwalker Spell-like Abilities (CL 1st; concentration +3)
1/day—speak with animals
STATISTICS
Str 17, Dex 14, Con 13, Int 8, Wis 14, Cha 8
Base Atk +1; +4; CMD 16
Feats Power Attack
Skills Climb +7, Handle Animal +5, Perception +6, Survival +6, Swim +7
Racial Modifiers +2 Handle Animal
Languages Common
SQ , track +1, wild empathy +2
ECOLOGY
Environment any forests, hills, or mountains
Organization solitary, pair, or pack (3–12)
Treasure standard (studded leather armor, longbow, other treasure)
SPECIAL ABILITIES
Change Shape (Su) A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits. The skinwalker presented here is currently in bestial form, and has claw attacks and a +2 racial bonus to Strength.
SKINWALKER CHARACTERS
Skinwalkers are defined by class levels—they don’t possess racial Hit Dice. Skinwalkers have the following racial traits.
+2 Wisdom, –2 Intelligence, +2 to One Physical Ability Score While in Bestial Form: Skinwalkers are attuned to the natural order and value passion above reason. Their bestial forms strengthen their bodies in various ways.
Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Skinwalkers have a based speed of 30 feet.
Low-Light Vision: Skinwalkers can see twice as far as humans can in dim light.
Spell-Like Ability: A skinwalker with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability, using his Wisdom modifier to determine his concentration checks. The caster level for this ability is equal to the skinwalker’s character level.
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal checks and on wild empathy checks.
Change Shape: A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits.
Languages: Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Suli
This fine-featured humanoid wears exotic clothing and has flashing eyes; his arms are sheathed in a blaze of crackling flames.
Sulis (or suli-jann) are minor offshoots of the jann that live among humans. They are tall and look like ordinary men and women but for their abnormal beauty and the occasional flash of elemental light in their eyes. Though physically superior to and more attractive than normal humans, some suli-jann remain unaware of their genie heritage until later in life, when contact with a full-blooded genie draws forth a portion of their elemental power. While all sulis can trace their lineage back to a janni ancestor, very few have an immediate janni parent. In most cases, this legacy lies fallow in the blood for generations, only to emerge decades or even centuries later. Those whose powers become apparent early on usually lead troubled lives as youths, as the question of a child’s origins tears some families apart; few of these unfortunate sulis grow up knowing anything of the peace of a happy home. Sulis age at the same rate as humans and are physically identical to humans in terms of height and weight. During their youth, sulis tend to be slightly smaller than their fully human peers, but grow quickly to their full adult height upon reaching their teenage years. Sulis are impulsive and passionate by nature, and even those sulis who know nothing of their genie blood possess a measure of personal pride.
Suli ranger 1
N Medium (native)
Init +1; Senses ; Perception –1
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will –1
acid 5, cold 5, electricity 5, fire 5
OFFENSE
Speed 20 ft. (30 ft. without armor)
Melee scimitar +4 (1d6+3/18–20)
Ranged shortbow +2 (1d6/×3)
Special Attacks elemental assault, favored enemy (humans +2)
STATISTICS
Str 15, Dex 12, Con 11, Int 10, Wis 9, Cha 10
Base Atk +1; +3; CMD 14
Feats Weapon Focus (scimitar)
Skills Diplomacy +3, Knowledge (geography) +4, Knowledge (nature) +4, Ride +0, Sense Motive +2, Survival +3
Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common plus one elemental language
SQ track +1, wild empathy +1
ECOLOGY
Environment any
Organization single, pair, or group (3–6)
Treasure NPC gear (chainmail, scimitar, shortbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Elemental Assault (Su) Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.
SULI CHARACTERS
Sulis are defined by class levels—they do not possess racial Hit Dice. Sulis have the following racial traits.
+2 Strength, +2 Charisma, –2 Intelligence: Sulis tend to be strong and charming, but slow-witted.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault: Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.
Elemental Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages: Sulis begin play speaking Common and any one elemental language of their choice (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from among the following bonus languages: Aquan, Auran, Draconic, Ignan, and Terran.
Sylph
This pale, waifish woman, her hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute.
Sylphs are humans whose family trees include elemental beings of air, such as djinn. They tend to be pale and thin to the point of appearing delicate, though their skinny bodies are more resilient than they look. While many can pass unnoticed through crowds of humans, sylphs display their heritage in subtle ways, and those who study them carefully sometimes notice that breezes seem to follow a sylph wherever she goes, even inside rooms with no windows. When consumed by fits of anger or passion, these tendencies become more apparent, as winds surround the sylph and tousle her hair or knock small items from shelves. Many sylphs have complex markings on their pale flesh that resemble tiny swirling designs like blue and gray tattoos, and the most exotic of their kind have hair that twists and coils almost as if it were made of living mist. As people, sylphs tend to be shy and reclusive, blending into crowds or skillfully avoiding those they don’t desire to meet. Yet while they often prefer to manipulate situations and avoid conflict themselves, most sylphs remain intensely curious about other people, and often go to great lengths to spy or eavesdrop on those who spark their interest (a hobby frequently referred to as “listening to the wind”). This combined love of subterfuge and ability to slip away from any compromising situation makes sylphs perfectly suited to lives as rogues, thieves, and spies, and beneath the average sylph’s veneer of shy waifishness lies a mind that’s capable and calculating, constantly sizing up the competition and analyzing the most effective exits from any given room.
Sylph rogue 1
N Medium (native)
Init +3; Senses 60 ft.; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2
electricity 5
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
Special Attacks sneak attack +1d6
(CL 1st; concentration +1)
1/day—feather fall
STATISTICS
Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; –1; CMD 13
Feats Dodge
Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +3, Diplomacy +4, Knowledge (local) +6, Perception +6, Sleight of Hand +7, Stealth +7, Use Magic Device +4
Languages Auran, Common, Elven, Halfling
SQ air affinity, trapfinding +1
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure NPC gear (leather armor, two daggers, other treasure)
SPECIAL ABILITIES
Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
SYLPH CHARACTERS
Sylphs are defined by class levels—they do not possess racial Hit Dice. Sylphs have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Darkvision: Sylphs can see in the dark up to 60 feet.
Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
Energy Resistance: Sylphs have electricity resistance 5.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Tiefling
This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.
Tieflings are humans with demonic, devilish, or other evil outsider blood in their ancestry. Often persecuted for their strange appearance and unnatural mannerisms, most tieflings disguise their nature or are forced to live on the fringes or underbelly of civilized society. Though they are not born evil, it is an easy path for them to find, especially as most suffer at the hands of “normal” folks while growing up. Tieflings look mostly human except for some physical traits that reveal their strange heritage.
Tiefling rogue 1
NE Medium (native)
Init +3; Senses 60 ft.; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1
cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks sneak attack +1d6
(CL 1st, concentration –1)
1/day—darkness
STATISTICS
Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6
Base Atk +0; +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +4, Disable Device +6, Escape Artist +6, Intimidate +2, Perception +5, Sense Motive +5, Sleight of Hand +6, Stealth +8
Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal
SQ fiendish sorcery, trapfinding
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (studded leather armor, short sword, light crossbow with 20 bolts)
SPECIAL ABILITIES
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
TIEFLING CHARACTERS
Tieflings are defined by their class levels—they do not possess racial HD. They have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Vishkanya
This lithe woman wears loose-fitting robes and wields a cruellooking blade. Her eyes are pure white orbs.
Vishkanyas are a race of exotic humanoids known for their guile and affinity for poisons of all kinds. A vishkanya’s flesh is made up of fine scales that from a distance of even a few feet look just like particularly smooth skin. These scales are usually a single dark color, although some of them have complex patterns like stripes or even spirals. A vishkanya’s tongue is forked like a serpent’s tongue, and its eyes lack visible pupils. Although legends abound that the merest touch from a vishkanya can slay a mortal humanoid, these tales are patently false. A vishkanya’s skin is no more poisonous than that of any human, but it is true that their blood, spit, and other bodily fluids can be dangerous. Vishkanyas are skilled in using their own spittle or even their blood to envenom their weapons, and those who fight them should be wary of exposure to the vishkanya’s poison. A vishkanya is 6 feet tall and weighs 130 pounds.
Vishkanya ninja 1
N Medium (vishkanya)
Init +3; Senses ; Perception +6
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +0; +1 vs. poison
OFFENSE
Speed 30 ft.
Melee kukri +1 (1d4+1/18–20 plus poison)
Ranged shuriken +3 (1d2+1 plus poison)
Special Attacks poison (DC 12), sneak attack +1d6
STATISTICS
Str 13, Dex 17, Con 14, Int 8, Wis 10, Cha 12
Base Atk +0; +1; CMD 14
Feats Deceitful
Skills Acrobatics +7, Bluff +7, Disguise +7, Escape Artist +9, Perception +6, Sense Motive +4, Stealth +9
Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Vishkanya
SQ poison use, toxic
ECOLOGY
Environment any
Organization solitary, pair, or squad (3–8)
Treasure NPC gear (kukri, 10 shuriken, other treasure)
SPECIAL ABILITIES
Poison Use (Ex) Vishkanyas are skilled with poison and never accidentally poison themselves when using or applying poison.
Toxic (Ex) A number of times per day equal to its Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the vishkanya to be injured when it uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
VISHKANYA CHARACTERS
Vishkanyas are defined by their class levels— they do not possess racial Hit Dice. Vishkanyas have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful and elegant, but often irrational.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas gain a +2 racial bonus on Escape Artist and Stealth checks.
Poison Resistance: A vishkanya has a racial bonus on saves against poison equal to its Hit Dice.
Poison Use: Vishkanyas are skilled with poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the vishkanya to be injured when it uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose any of the following bonus languages: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.
Wyrwood
Though obviously a wooden construct, this small, nimble creature moves fluidly and purposefully.
This relatively young race was created by a cabal of wizards who needed nimble and skilled construct servants to do their dirty work. This cabal was interested in creating magical machines, so they built their tools to be small, agile, and clever. Over time, the cabal pushed the limits too far and created minions with free will, and these first wyrwoods began to question why they were involved in their masters’ petty intrigues. When the wizards forced the wyrwoods to fight each other as proxies for the wizards themselves, the constructs instead killed their creators and stole the notes on how to create more of their kind, allowing them to perpetuate their race. Wyrwoods are secretive and somewhat xenophobic, and can seem cold and calculating to others—a trait that could earn respect or enmity, depending on the audience. Purely rational and unemotional, wyrwoods see the survival of their race as their primary goal. Even the rare wyrwood who understands the point of empathy and altruism sees such concepts as mere tools to help ensure its own survival or that of its people. All wyrwoods know how to create more of their kind, and they keep the details of their construction process secret from other creatures to make sure their race is never again enslaved. Most wyrwoods are wizards or rogues. The few who are inclined to worship tend to revere lawful deities with strict codes of behavior, which they follow to the letter rather than the spirit.
Wyrwood rogue 1
N Small
Init +3; Senses 60 ft., ; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 18 (1d8+10)
Fort +0, Ref +5 (+1 vs. traps), Will +1
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d3+2/19–20)
Ranged dagger +4 (1d3+2/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 14, Dex 17, Con —, Int 15, Wis 12, Cha 6
Base Atk +0; +1; CMD 14
Feats Deft Hands
Skills Acrobatics +7, Appraise +6, Climb +6, Craft (alchemy) +6, Disable Device +9, Escape Artist +7, Knowledge (dungeoneering) +6, Perception +5, Sleight of Hand +9, Stealth +11, Use Magic Device +2
Languages Common
SQ trapfinding +1
ECOLOGY
Environment any ruins or underground
Organization solitary or cabal (2–8)
Treasure NPC gear (daggers [2], leather armor, thieves’ tools, other treasure)
WYRWOOD CHARACTERS
Wyrwood are defined by their class levels—they do not possess racial Hit Dice. All wyrwoods have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Wyrwoods are quick and calculating. As constructs, wyrwoods do not have a Constitution score.
Normal Speed: Wyrwoods have a base speed of 30 feet.
Small: Wyrwoods are Small creatures and gain a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to combat maneuver defense, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
Darkvision 60 ft.: Wyrwoods can see in the dark up to 60 feet.
Low-Light Vision: Wyrwoods have low-light vision.
Languages: Wyrwoods speak Common. A wyrwood with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Gnome, Goblin, or Orc.