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Races of Wild

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Evasion (Ex): If a catfolk infiltrator is exposed to anyeffect that normally allows her to attempt a Reflex savingthrow for half damage, she takes no damage with a successfulsaving throw.Sneak Attack (Ex): This catfolk infiltrator deals an extra2d6 points <strong>of</strong> damage on any successful attack against flatfootedor flanked targets, or against a target that has beendenied its Dexterity bonus for any reason. This damage alsoapplies to ranged attacks against targets up to 30 feet away.Creatures with concealment, creatures without discernibleanatomies, and creatures immune to extra damage fromcritical hits are all immune to sneak attacks. A catfolkinfiltrator may choose to deliver nonlethal damage with hersneak attack, but only when using a weapon designed for thatpurpose, such as a sap (blackjack).Trapfinding (Ex): A catfolk infiltrator can find, disarm,or bypass traps with a DC <strong>of</strong> 20 or higher. She can use theSearch skill to find, and the Disable Device skill to disarm,magic traps (DC 25 + the level <strong>of</strong> the spell used to create it).If her Disable Device result exceeds the trap’s DC by 10 ormore, she discovers how to bypass the trap without triggeringor disarming it.Possessions: +1 studded leather, masterwork buckler, masterworkrapier, masterwork composite shortbow (+2 Str bonus)with 20 arrows, 5 silvered arrows, 5 cold iron arrows, cloak <strong>of</strong>resistance +1, potion <strong>of</strong> cure moderate wounds.CATFOLK ADVENTURESAdventures featuring catfolk are likely to focus on problemsthat the catfolk encounter while wandering the plains. Thecatfolk discover or confront any number <strong>of</strong> hazards throughtheir nomadic lifestyle, and occasionally they require thehelp <strong>of</strong> adventurers to deal with them.• While wandering, the Running Brook tribe discoveredthe ruins <strong>of</strong> an ancient citadel that long ago fell into adeep chasm. The ruined citadel is apparently dedicated toa dragon or a draconic cult, but the catfolk quickly movedfrom the area and know little else about the site.• Samass-Sarral, a great circle <strong>of</strong> magical stones that manycatfolk tribes regard as holy, has been recently plagued byundead. The time <strong>of</strong> an ancient rite nears, and the catfolkmust clear the site <strong>of</strong> undead before the new moon.CENTAUR“Swift and sure, that is the way <strong>of</strong> the centaur.”—Abryxius Bruile, centaur courserFar stronger and faster than other humanoid races, centaursrule huge swathes <strong>of</strong> the wild. They build peaceful, idylliccommunities, hunting what and where they wish.Centaurs inhabit the plains and forests in tribes <strong>of</strong> varyingsize. Even though they build permanent shelters and livein one place for many years at a time, centaurs roam fromtheir homes on a regular basis, ranging over great distancesin relatively short amounts <strong>of</strong> time. Centaurs regard suchexcursions as essential to understanding the world aroundtheir homes, and they greatly enjoy such activity for its ownsake. Although their crafts have not reached the level <strong>of</strong> some<strong>of</strong> the humanoid races, it is only because centaurs prefer toventure from their homes <strong>of</strong>ten rather than to stay in oneplace and ply a single trade.CENTAUR RACIAL TRAITSWith the lower body <strong>of</strong> a large horse and the upper torsoand arms <strong>of</strong> a human, centaurs combine speed and strengthin their powerful forms. A centaur is as big and heavy as ahorse, standing about 7 feet high and weighing about 2,100pounds. Brown dominates most <strong>of</strong> a centaur’s coloring,the long hair on the top <strong>of</strong> the head and the glossy fur <strong>of</strong>the horselike body ranging from a light tan to a deep, darkbrown. A centaur’s humanlike torso has a swarthy, earthycomplexion. In some isolated tribes and rare individuals,other colorings emerge, such as white, gray, or black, butthese are extremely uncommon.• +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence,+2 Wisdom.• Large size: –1 penalty to Armor Class, –1 penalty onattack rolls, –4 penalty on Hide checks, +4 bonus ongrapple checks, lifting and carrying limits double those<strong>of</strong> Medium characters.• Space/Reach: 10 feet/5 feet.• A centaur’s base land speed is 50 feet.• Darkvision out to 60 feet.• Racial Hit Dice: A centaur begins with four levels <strong>of</strong>monstrous humanoid, which provide 4d8 Hit Dice; a baseattack bonus <strong>of</strong> +4; and base saving throw bonuses <strong>of</strong> Fort+1, Ref +4, and Will +4.• Racial Skills: A centaur’s monstrous humanoid levels givehim skill points equal to 7 × (2 + Int modifier). His classskills are Listen, Move Silently, Spot, and Survival.• Racial Feats: A centaur’s monstrous humanoid levels givehim two feats.• +3 natural armor bonus.• Automatic Languages: Sylvan, Elven. Bonus Languages:Common, Gnome, Halfling.• Favored Class: Ranger. Centaur rangers <strong>of</strong>ten choosemagical beasts or some variety <strong>of</strong> humanoid as theirfavored enemy.• Level adjustment +2.CENTAUR SOCIETYThe tribal society <strong>of</strong> the centaurs regards freedom andpersonal choice as the highest virtues. As long as anindividual’s choices do not hinder the welfare <strong>of</strong> anothercentaur <strong>of</strong> the tribe, these peaceful creatures leave alldecisions in the hands <strong>of</strong> the individual. The seeminglyunorganized society <strong>of</strong> the centaurs is actually bound byan openness and camaraderie that more civilized cultureshave long since lost.CHAPTER 4OTHERRACES95

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