CHAPTER 4OTHERRACES94ment, finding their free-flowing emotion and enjoyment<strong>of</strong> life refreshing and captivating. The emotional catfolkhave a darker, dangerous side as well, and they are as likelyto meet an insult with a drawn weapon as they are to shrugit <strong>of</strong>f with a jest.Roleplaying Application: Let your emotions come to thesurface at every opportunity. When you form an opinion,express it. React passionately to most encounters, drawingweapons when a fight is eminent and <strong>of</strong>fering welcome tothose who seem friendly. Don’t be shy about criticizingthe things you don’t like. Don’t be stingy with praise forthose things you enjoy.Behavior: Catfolk move in quick bursts <strong>of</strong> speed ratherthan in one steady gait. Even when covering long distances,they intersperse short dashes with short periods <strong>of</strong> rest.Members <strong>of</strong> other races find this style <strong>of</strong> movement almostimpossible to emulate, but to catfolk it’s much less tiring thansimply trudging on at a steady pace.Catfolk also place great importance on small tokens thatserve as physical connections to their memories, and theyview these special tokens as having physiological importanceif not true magical power. Adult catfolk carry several suchtokens with them at all times, ranging from objects as largeas weapons and armor that served well in past battles toitems as subtle as a small brooch that the character wore onan important day in the past. For catfolk, this tradition is adeeply personal experience, and the highest compliment acatfolk can pay someone is to present one <strong>of</strong> his tokens as agift and explain its significance.Roleplaying Application: If you use miniatures whileexploring a dungeon, you can represent your actionsvisually by moving a short distance ahead each time thegroup clusters or falling behind a bit as the group moveson and then catching up in a burst <strong>of</strong> speed. If you don’tuse miniatures, or if you only use them during combat,emphasize the way you move by describing your movementsas jumping or dashing rather than walking. Takethe time to be clear about your character’s position relativeto the rest <strong>of</strong> the party.You should pick a minor token that has special meaningto you at least once a level. Although these tokens maysometimes be weapons or items that helped you or yourcompanions through a trying battle, most should be simpleitems that others would never suspect hold such meaning. Asa sign <strong>of</strong> great respect and friendship, you can present one <strong>of</strong>these items to another character or to an NPC, but you shoulddo this at most every few levels. Such tokens might includethe dagger a friend gave you a long time ago, the fletchingfrom the arrow that killed the first game animal you tookdown, or a well-worn bowl that your grandfather carriedwith him on his adventures.Language: Catfolk have their own language, which theyuse primarily for conversation with other members <strong>of</strong> theirrace. Regardless <strong>of</strong> whether they communicate in Feline,Common, or some other language, catfolk express theiropinions quickly and expect others to do the same. Catfolkcan listen to others patiently enough, but once they haveexpressed a clear opinion, they expect the conversation tocome to a conclusion quickly. They have little time for thosewho attempt to persuade or debate by simply restating theiropinion. They grow bored when others take a long time toreach a point or who view an exchange <strong>of</strong> opinions as a trial<strong>of</strong> endurance.Roleplaying Application: Don’t debate—take the time tolisten to others and then express your opinion or view.Only express your opinion once, but don’t be abrupt orblunt. Maintain an open attitude toward the thoughts <strong>of</strong>others. Express your emotions openly in conversations,magnifying most responses to represent greater heights<strong>of</strong> emotion.CATFOLK ENCOUNTERSThe two statistics blocks presented below represent likelyencounters with catfolk.EL 1: One catfolk scout on patrol.EL 2: Two catfolk scouts.EL 5: Six catfolk scouts.EL 6: Two catfolk scouts and one catfolk infiltrator.EL 6: Two catfolk infiltrators.Catfolk Scout: Catfolk ranger 1; CR 2; Medium humanoid(catfolk); HD 1d8+2; hp 10; Init +3; Spd 40 ft.; AC 17, touch13, flat-footed 14; Base Atk +1; Grp +3; Atk or Full Atk +4melee (1d8+2/19–20, masterwork longsword) or +5 ranged(1d8+2/×3, masterwork composite longbow); SA favoredenemy (orcs +2); SQ low-light vision, wild empathy +1 (–3magical beasts); AL CG; SV Fort +4, Ref +5, Will +1; Str 14,Dex 17, Con 15, Int 10, Wis 12, Cha 10.Skills and Feats: Handle Animal +4, Hide +7, Knowledge(nature) +4, Listen +7, Move Silently +9, Survival +5; PointBlank Shot, TrackB.Languages: Common, Feline.Possessions: Masterwork studded leather, masterworklongsword, masterwork composite longbow (+2 Str bonus)with 40 arrows, 5 silvered arrows, 5 cold iron arrows, elixir<strong>of</strong> hiding, elixir <strong>of</strong> sneaking, elixir <strong>of</strong> vision, 2 potions <strong>of</strong> curelight wounds.Catfolk Infiltrator: Catfolk rogue 3; CR 4; Mediumhumanoid (catfolk); HD 3d6+3; hp 16; Init +4; Spd 40 ft.; AC20, touch 14, flat-footed 16; Base Atk +2; Grp +4; Atk or FullAtk +5 melee (1d6+2/18–20, masterwork rapier) or +7 ranged(1d6+2/×3, masterwork composite shortbow); SA sneak attack+2d6; SQ evasion, low-light vision, trap sense +1, trapfinding;AL CG; SV Fort +3, Ref +8, Will +2; Str 14, Dex 19, Con 13,Int 12, Wis 10, Cha 10.Skills and Feats: Climb +8, Jump +12, Disable Device+7, Hide +9, Listen +8, Move Silently +11, Open Lock+9, Spot +6, Search +7, Survival +0 (+2 following tracks);Dodge, Mobility.Languages: Common, Feline, Gnoll.
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
- Page 2:
C R E D I T SD E S I G NSKIP WILLIA
- Page 7 and 8:
no elf could predict which memory w
- Page 9 and 10:
premium. Thus, each individual can
- Page 11 and 12:
The elves have raised one form of e
- Page 13 and 14:
do spend time away from one another
- Page 15 and 16:
espects during this time, and those
- Page 17 and 18:
Stores Master: Charged with keeping
- Page 19 and 20:
would be the birthright of any full
- Page 21 and 22:
of feet above the forest floor. Mos
- Page 23 and 24:
Cleric Training: More than any othe
- Page 25 and 26:
ELF HISTORYAND FOLKLOREThe elves cl
- Page 27 and 28:
along with her son Hionyron, who wa
- Page 29 and 30:
and return her to her people.” In
- Page 31 and 32:
Table 1-3: Suffixesd% Suffix Meanin
- Page 34:
CHAPTER 1ELVES34tri-level tree home
- Page 37 and 38:
Illus. by C. Lukacsurious and activ
- Page 39 and 40:
the reason for the farmer’s hospi
- Page 41 and 42:
Halflings make a visitor feel welco
- Page 43 and 44: Halflings are usually pleasant trav
- Page 45 and 46: Halflings are as eager to experienc
- Page 47: A chief or elder heads each clan, c
- Page 50 and 51: CHAPTER 2HALFLINGS50away from their
- Page 52 and 53: CHAPTER 2HALFLINGS52Illus. by S. Wo
- Page 54 and 55: CHAPTER 2HALFLINGS54to tell how lon
- Page 56 and 57: CHAPTER 2HALFLINGS56the underbrush
- Page 58 and 59: CHAPTER 2HALFLINGSIllus. by T. Baxa
- Page 60 and 61: CHAPTER 2HALFLINGS60Donta muden sit
- Page 63 and 64: and one or more bedrooms. All have
- Page 65 and 66: Illus. by C. Lukacshe cliff-dwellin
- Page 67 and 68: Personality: Raptorans have a reput
- Page 69 and 70: PSYCHOLOGYSome outsiders who have h
- Page 71 and 72: for making a point through a logica
- Page 73 and 74: flock for debate, sometimes invitin
- Page 75 and 76: its eggs. At such times, they toler
- Page 77 and 78: THE RAPTORAN PANTHEONThe typical ra
- Page 79 and 80: Prayers: Prayers to the Stormfather
- Page 81 and 82: “Welcome, friend,” said a human
- Page 83 and 84: year since, and they share the care
- Page 85 and 86: D: Domain spell. Domains: Protectio
- Page 87 and 88: characteristics are summarized in t
- Page 90 and 91: CHAPTER 3RAPTORANS90Authority Figur
- Page 92 and 93: CHAPTER 4OTHERRACES92a humanlike ra
- Page 96 and 97: CHAPTER 4OTHERRACES96Illus. by S. B
- Page 98 and 99: Table 4-1: The CentaurHit Base Atta
- Page 100 and 101: CHAPTER 4OTHERRACES100nomadic gnoll
- Page 102 and 103: Table 4-2: The GnollBase Fort Ref W
- Page 104 and 105: CHAPTER 4OTHERRACES104of the humano
- Page 106 and 107: CHAPTER 4OTHERRACESsneak attack, bu
- Page 108 and 109: CHAPTER 5PRESTIGECLASSES108Shadowda
- Page 110 and 111: CHAPTER 5PRESTIGECLASSESIllus. by W
- Page 112 and 113: CHAPTER 5PRESTIGECLASSES112the foll
- Page 114 and 115: CHAPTER 5PRESTIGECLASSES114Entry Re
- Page 116 and 117: CHAPTER 5PRESTIGECLASSESIllus. by J
- Page 118 and 119: CHAPTER 5PRESTIGECLASSESLUCKSTEALER
- Page 120 and 121: CHAPTER 5PRESTIGECLASSESIllus. by J
- Page 122 and 123: CHAPTER 5PRESTIGECLASSESEL 11: Kuly
- Page 124 and 125: CHAPTER 5PRESTIGECLASSES124spellcas
- Page 126 and 127: CHAPTER 5PRESTIGECLASSES126save bon
- Page 128 and 129: CHAPTER 5PRESTIGECLASSESmore than o
- Page 130 and 131: CHAPTER 5PRESTIGECLASSES130raptoran
- Page 132 and 133: CHAPTER 5PRESTIGECLASSES132Table 5-
- Page 134 and 135: CHAPTER 5PRESTIGECLASSESfriendly—
- Page 136 and 137: CHAPTER 5PRESTIGECLASSESYou no long
- Page 138 and 139: CHAPTER 5PRESTIGECLASSES138small fe
- Page 140 and 141: CHAPTER 5PRESTIGECLASSES140ranger.
- Page 142 and 143: CHAPTER 5PRESTIGECLASSESIllus. by T
- Page 144 and 145:
CHAPTER 5PRESTIGECLASSESEncountersP
- Page 146 and 147:
CHAPTER 6CHARACTEROPTIONS146Conditi
- Page 148 and 149:
CHAPTER 6CHARACTEROPTIONS148If the
- Page 150 and 151:
CHAPTER 6CHARACTEROPTIONSIllus. by
- Page 152 and 153:
CHAPTER 6CHARACTEROPTIONSIllus. by
- Page 154 and 155:
CHAPTER 6CHARACTEROPTIONSIllus. by
- Page 156 and 157:
Table 6-3: Elf Ranger Racial Substi
- Page 158 and 159:
Table 6-5: Halfling Druid Racial Su
- Page 160 and 161:
CHAPTER 6CHARACTEROPTIONS160Table 6
- Page 162 and 163:
Class SkillsRaptoran fighter substi
- Page 164 and 165:
CHAPTER 7EQUIPMENTAND MAGICIllus. b
- Page 166 and 167:
CHAPTER 7EQUIPMENTAND MAGIC166anoth
- Page 168 and 169:
CHAPTER 7EQUIPMENTAND MAGICTable 7-
- Page 170 and 171:
CHAPTER 7EQUIPMENTAND MAGICIllus. b
- Page 172 and 173:
CHAPTER 7EQUIPMENTAND MAGICIllus. b
- Page 174 and 175:
2nd-Level Ranger SpellWoodland Veil
- Page 176 and 177:
WOODLAND VEILIllusion (Glamer)Level
- Page 178 and 179:
CHAPTER 8CAMPAIGNS INTHE WILD178THE
- Page 180 and 181:
CHAPTER 8CAMPAIGNS INTHE WILDIllus.
- Page 182 and 183:
CHAPTER 8CAMPAIGNS INTHE WILD182(lo
- Page 184 and 185:
CHAPTER 8CAMPAIGNS INTHE WILD184Ski
- Page 186 and 187:
CHAPTER 8CAMPAIGNS INTHE WILD186Tab
- Page 188 and 189:
CHAPTER 8CAMPAIGNS INTHE WILDIllus.
- Page 190 and 191:
CHAPTER 8CAMPAIGNS INTHE WILDIllus.
- Page 192:
APPENDIX19261 Guards are needed to
- Page 195 and 196:
2THE CLIFFThe Rifinti dwelling lies
- Page 198 and 199:
supplies for craftwork. Lamps fuele
- Page 200 and 201:
Nae’fidrim: Female owl companion;
- Page 202 and 203:
Creatures: A cleric is always on du
- Page 204 and 205:
cloak of elvenkind, oil of magic we
- Page 206:
aptoran contraries. If visitors can