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Fursona: The Anthros of Endara


Written by Chris A. Field Cover Illustration By: John Picot Cartography By: Amanda Webb Interior Illustrations By: Dan Brenus, John Picot, Amanda Webb. Some images provided by Headless Hydra Games, LPJ Designs Stock Art (Storn Cook), and Purple Duck Games. All images are copyright their respective creators and are used with permission. Otherverse Games www.otherversegames.blogspot.com Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/ pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. This sourcebook provides new ways to use the character creation system found in Fursona: The Definitive Guide to Creating Anthropomorphic Characters, released by Otherverse Games in 2011. While it can be used as a standalone sourcebook, owning Fursona allows you to take full advantage of some variant racial traits presented in this book and gives you more flexibility.

And we probably wont meet anything more dangerous than a rabbit! -Orko, He-Man and the Masters of the Universe, The Quest for He-Man, 1983 Fursona is Otherverse Games best selling freeform character builder, allowing you to create virtually any animalistic hero or horror youve ever dreamed of. The Masters of Endara is a kitchensink science-fantasy setting inspired by one of the most popular fantasy cartoons of all time. Endara is a world of mutants, monsters and courageous animalistic heroes that battle endlessly against darkness and evil, a world where anything is possible. Combine Fursonas flexibility with Endaras endless mysteries and anything can and will happen. Anthros of Endara fully describes the unique, non-human races native to Endara. Each of these new races are built using the Fursona system, making them extremely flexible and customizable. If you have a copy of Fursona, its easy for players and gamemasters alike to modify these races to customize them for their home game. Fursona is fully modular, so swapping out racial ability packages to create new subraces and unique clans only requires a few minutes effort. And just remember, the birds and bugs, lizards and snakes, mammoths and tigers described here are just the tip of the Endaran iceberg. Any creature, from anywhere in the Multiverse- whether animal, human-like, demonic, robotic or elementalhas a place on Endara.

New Concepts, In Brief


Most characters built using Fursona are monstrous humanoids with the Anthro subtype. This subtype may be chosen as a favored enemy by Rangers, and certain spells and magic items have specific effect on creatures with this subtype. In each species racial write-up, youll find the creatures Order listed. The Order is a specific subgroup of animals within the Anthro subtype. A few abilities depend on an Anthros order, having

specific effects against say, a Felis Major anthro that wouldnt occur when the ability is used against a Ursinis anthro. Finally, each racial ability lists the abilitys Build Point cost. If this entry has two numbers separated by a slash (such as 3/1 BP), it indicates that the anthro received this ability at a discount due to its Order. If an anthro species has Disadvantages built in, each Disadvantage is marked (+2 BP) indicating that the species receives additional Build Points for selecting it. These numbers are only important to players if they want to customize their anthro by swapping out abilities, and adding or

removing disadvantages. If you want to play the species as written, just ignore these notations.

The AeroVulpes
Small Humanoid (Anthro) Order Felis Minor (Reskinned as a fox) Chinter Dartethe yelped twice, excited beyond the capacity for speech, and leapt atop an outcropping of ancient stone rising from one of the endless dunes. The little fox-man scratched the desert sands out of his russet fur, and looked up with abject hero worship at the dark skinned human he was accompanying on this delve. Chinters companion knelt down to

look his petite friend in the eyes, as Chinter blurted out, Boss! Boss! You gotta see this! Theres a whole Ancient city all smushyburied over there. The windy-winds mustve blown it all cleary! Were gonna be looky-looking this place for weeks! The AeroVulpes are a small, adventurous race of fox-people that dwell within the borders of the Solar Kingdoms. As the fox is a sacred animal to the dark-skinned men of Equatorial Endara, being accompanied by a AeroVulpe sidekick on adventurers is considered good luck.

recall the desert sands. AeroVulpes do not practice tattooing, but instead use magic to dye patches of fur with designs similar to those worn by the human citizens of the Solar Kingdom. A few AeroVulpes who live on the border between the Sunlands and the Endaran Empire dress in the style of the Endaran adventurers and heroes they emulate.

Reproduction
AeroVulpes have no set breeding period and enjoy sex for pleasure. The fox-kind make loyal lovers, mating early in life and remaining a mated pair until their muzzles go white with age. AeroVulpes have no sexual or romantic interest in humans, but share ancient bonds of trust and honor with the Solar Kingdom. AeroVulpe pregnancies last about five months, and end in the birth of a litter of four to six yipping, excitable kits. AeroVulpes have rapid metabolisms and do not live as long as a human- an AeroVulpe of fifty years is an impossibly withered crone, possibly only still alive thanks to magic or mutation.

Appearance
AeroVulpes are a slender, petite race that stands only as tall as a mans beltline. The fox-kind have narrow, tapering snouts filled with tiny, sharp teeth. Their noses are keen, and the fur around their muzzle is a few shades lighter than the grey, brown, gold or russet fur covering their bodies. AeroVulpes have patagia stretching from their nimble little fingers to their ribcage. These flaps of leather, golden skin allow the little fox-folk to glide and cavort in the hot air of the Sunlands with ease. AeroVulpes prefer to dress only in light leather breastplates and occasionally carry light equipment bandoliers for their tools and supplies. AeroVulpes favor dark colors- the brown of wet earth, a dark-forest green, or golden shades that

Lands and Relations


The most important AeroVulpes settlements are found within the Solar Kingdom, and the anthro race is fully integrated into Solar Culture. They consider themselves proud citizens of the Solar Kingdom, and are found throughout the Sunlands, and occasionally in lands where Solar-men and women commonly travel. AeroVulpe scouts accompany Solar archeology teams as they explore ancient ruins. AeroVulpe technicians work in the rigging of vast sky-ships, keeping the hover-sails trim. AeroVulpe rogues prowl the rooftops and alleyways of Mallards Landing, and are pursued by determined AeroVulpe officers of the Market Watch.

AeroVulpes Racial Traits


Size and Type AeroVulpes are Small humanoids with the Anthro subtype. AeroVulpes have a base land speed of 20 ft. As a small creature the AeroVulpes receives a +1 size bonus on attack rolls and Armor Class and a +4 size bonus on Stealth checks. However, they suffer a -1 size penalty to their Combat Maneuver Bonus and Combat Maneuver Defense. Ability Score Modifiers +2 DEX, -2 CON, +2 WIS. AeroVulpes are lightning quick, with ears that prick up at the slightest sound. However, their small frames are nowhere near as rugged as a mans. Enhanced Senses AeroVulpes possess lowlight vision. Racial Skills AeroVulpes are naturally stealthy and precociously quick. They receive a +2 racial bonus on Stealth checks and a +2 racial bonus on their Initiative score. Climate Adaptation (EX): AeroVulpes are bred to survive and thrive in the deserts and savannahs of the Sunlands. They receive Fire Resistance 1 and receive a +8 racial bonus on FORT Saves made to resist environmental heat. (1 BP) Glide Wings (EX) AeroVulpes have rudimentary, kite like skin wings called patagia. While they do not possess true flight capabilities, they can glide on air currents like a flying squirrel. AeroVulpes do not take damage from falls, provided the fox-man can use his glide wings to slow your descent. For every 10 ft of vertical distance fallen, the AeroVulpes can travel 5 ft horizontally, in any direction desired. When gliding, the AeroVulpes may attempt a DC 15 Tumble check to catch an updraft and gain 1d4 x 10 ft of altitude.

Names
AeroVulpes use Solar naming traditions. Their first names are clipped and simple, with females of the species having softer, whispery names. AeroVulpe surnames all reference foxes in some way, however subtle or obvious. Depending on the AeroVulpes status, he will append one of two possible suffixes to his last name, either Ethe (for the common born) or the suffix Moor (for nobility or those in close service to a noble family).
D6 Result 1 2 3 4 5 6 Male First N ames C hynd Dynn Flynn Glint Rint Slynn Female First N ames Allana Hysanna Iona Jonlilla O ranah Tarranah Surname Prefixes DartFangK itSprintPawWhisker-

The AeroVulpes may apply one or more Jinx points to any die roll (saves, skill checks, attack rolls, die rolls to determine random events) made within 30 ft. The fox-folk may choose to apply as many Jinx points as desired, up to twice his CHA modifier on any single roll. Applying this Jinx is purely a mental free action. (3/1 BP)

Beetlelor
Large Humanoid (Anthro) Order Arthropoda Walking point like she always did, Tzanna paused for a second. She felt something, something indefinable tingling at the back of her neck, that warriors instinct that served her so well in so many battles. Her auburn eyes darting quickly across the sun-scortched Sulani Desert, she drew her sword and dropped into a fighting crouch. Just in time! The goliath insectoid tumbled down from a rocky outcropping, a wall of jet black menace. Tzanna instantly recognized the creature for what it was- a Beetlelor caravan raider. Tzanna reacted faster than thought, her sword flashing out to slide uselessly across the monsters gleaming ebon armor. With a single chop of its massive pincer, the Beetlelor shattered her sword into a million steel shards. Looking down at the useless stump of the weapon, Tzanna blanched and took a half step backward. This was going to be harder than she thought.

AeroVulpes are considered flat-footed while gliding. AeroVulpes may only glide while wearing light armor or no armor, and carrying a light load. Drawback: An AeroVulpes golden wings are difficult to conceal, and they suffer a 2 penalty on Disguise checks made to pass for human. (2 BP)

Jinx (SU): Every Solar adventurer knows to bring along a daring little fox-kin AeroVulpes sidekick, because the Sun Following Fox blesses the little creatures often and spectacularly. Each day, the The fearsome Beetlelor are a race of insectAeroVulpes receives a pool of Jinx points equal to like goliaths, capable of surviving in even the his total character level plus his CHA modifier harshest environment. Beetlelor are dim-witted and (minimum two points). The character may use these brutal, and even the heroes of the race tend towards points to worsen the luck of those around him. savagery, but through sheer strength, Beetlelor come to dominate any ecological niche they find themselves in. This strength is not merely physical- it

males have their enlarged pincers died in iridescent crimson or gleaming blue. Beetlelor have an array of small compound eyes concealed beneath their helmet like cranial plating, and whip-like antenna some three feet long rise beside their single horn. Rather than dexterous human hands, Beetlelor have pincers, as sharp and intimidating as the devils own scissors. The left pincer is a swollen, massive thing of multiply serrated blades and taut musculature, and is powerful enough to chop though a mature oak in a single bite. Beetlelor rarely wear armor, as their chitin hides are the equal of any manufactured armor, and if they choose to carry weapons, they prefer the largest and most intimidating devices they can find.

Reproduction
Beetlelor females initiate courtship during their fertile periods, during the wettest weeks of spring. Beetlelors lay clutches of thousands of eggs, only a few of which survive to hatch. Beetlelors make poor, distant parents, and children of the species learn more by instinct than from their ancestors. Society is tribal, at best. Beetlelor lifespans vary wildly. The oldest, and toughest might be five centuries old, but few Beetlelors are canny and violent enough to survive that long. is a strength of will and purpose- but their purely physical gifts are extremely impressive.

Lands and Relations


Beetlelors thrive in harsh environments, and are found throughout Endara in the worst, most desolate lands. Several tribes subsist in the trackless deserts encircling New Sulan, while other bands migrate across the Sun Lands. Beetlelor thugs are common in Terra Mortician armies, often found leading rapacious platoons of full of demons, freaks and undead.

Appearance
Beetlelor are goliath insect creatures that stand easily ten foot tall, with an impressive, roughly cross-shaped cranial horn that stretches another few feet and puts even the most impressive rack of elk antlers to shame. Beetlelor warriors are protected beneath smooth, chitinous hides of beautifully iridescent black, like polished onyx. Females of the species have blotches of fabulous rainbow color decorating their torso and abdomen, while Beetlelor

Names
Beetlelor names are simply Morse-code like combinations of claw clicks, nearly impossible for humans to replicate. Beetlelors are usually nicknamed based on physical appearance, or given a Battlename by their masters.

At 10th level or 10 Hit Die, a Beetlelors natural armor bonus increases to +5. Asymmetric Pincers (EX): Rather than a pair of humanoid hands, the Beetlelor has a pair of crab like pinchers, with a dramatically enlarged left pincer. These weapons inflict

These claws inflict 2d6 points of slashing damage. You may choose to make attacks with both Size and Type claws in a round, but if you do, all attacks made that round suffer a 2 penalty. If both pincers hit the Beetlelor are Large Humanoids with the same target, the Beetlelor rends the target and Anthro subtype. As a large creature, they suffer a 1 double double damage. The Beetlelors left hand size penalty on attack rolls and Defense, and a 4 pincer is its primary natural attack form; the size penalty to Stealth checks. However, you receive Beetlelor inflicts double damage with this weapon. a +1 size bonus to your Combat Maneuver Bonus Drawbacks: A Beetlelors crude pinchers and Combat Maneuver Defense. (3 BP) impose a 2 racial penalty on any skill checks that require manual dexterity and fine manipulation. Beetlelor have a base land speed of 30 ft, and like a Dwarf, they are not slowed by additional (Pincers 3/1 BP, Asymeteric Weapons 1 BP) armor or encumbrance. Spiracles (EX): Instead of true lungs, Ability Score Modifiers several tiny breathing orifices line the Beetlelors +8 STR, -2 DEX, -2 CHA. torso, feeding oxygen directly into its bloodstream. Beetlelor are stronger than the average The Beetlelor cannot hold its breath, and Endaran elephant, but about as personable. Their automatically fails FORT Saves to resist drowning or armored frames are slow to respond to danger. inhalation poisons. (+2 BP) (Attribute Excellence: STR, 3 BP) Enhanced Senses Beetlelor possess lowlight vision, and their whip-thin antennae provide them with the Scent special quality. Racial Skills Beetlelor are fearsome and perceive the world through a combination of scent cues and UV spectrum auras. They receive a +2 racial bonus on Intimidate and Perception checks. Natural Armor (EX): Beetlelor receive a +3 natural armor bonus to AC. They can wear manufactured armor, but it must be custom fitted for a creature of their size and shape. This armor costs 5X as much as similar armor for a Medium humanoid. (Strange Shape, +2 BP)

Beetlelor Racial Traits

Variant Beeltelor Tribes

The Beetlelor race offers a lot of room for customization. If you want to remove their Attribute Excellence (STR), reduce their racial STR bonus to a still impressive +6, and instead spend the points on one of the following ability packages, all of which cost 3 BP. Grappler (Constrict and Improved Grab, both bought at a racial discount, leaves you an additional 1 BP to work with.) Multiple Arms and Disease Immunity (This gives you additional limbs and complete immunity to non magical disease, making you FAR more alien.) Spinarettes (Create webslinging spider/beetle hybrids). Tireless (Creates Beetlelors immune to fatigue, and able to fight for days at a time.) Winged Flight and Tremor Sense (these powerful abilities, when bought at a racial discount, total up to 3 BP)

The Burrowers
Small Humanoid (Anthro) Order Rodentia

he whirled, already dreading what he knew hed see.

Standing there, at the edge of the burning village, was the legendary paladin Hammerhand, Skullburn the Lich-Priest strode like some the gleaming mithral gauntlet that gave him his primal giant through the smoking ruins of a Battlename glistening in the green firelight. And Burrower village. Even had they remained intact, shivering behind one of Hammerhands massive even the tallest Burrower home would have thighs, a Burrower miner in a tattered hemp barely scraped the Lich-Priests armored breast tunic. Damnit, thought Skullburn as he prepared bone. With a mad cackle, Skullburn stretched out to fire a kill-spell, hed missed one of the little his fingers and fired a blast of green flames at a rodents. still standing granary. Surveying the destruction, Skullburn was satisfied. The village was in Burrowers are a gregarious and goodflaming ruins, its smallfolk inhabitants fled or hearted, yet inept race that calls the hilly province of slain. Now, there was no one to stop him from Ghiles their homeland. Most Burrowers are simple recovering the Stone of Sarrus, hidden folk, content to work the land as their ancestors somewhere in this damn village. have for centuries. While Burrowers enjoy cordial relations with the humans that call Ghiles home, they Skullburn, this is a new low, even for prefer the company of other small-folk, especially you! the Gnomes and Halflings that share the hillsides with That voice from behind him, calm and them. Occasionally, an especially bold Burrower confident with only the barest hiss of repressed leaves his warren on some great quest, and its up to rage. It grated on the undead clerics nerves, and

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an Endaran hero to keep the little rodent-man alive long enough for the Burrower to figure out how this heroism thing is supposed to work.

Appearance
Burrowers are a portly and solidly built race of mole-folk. They stand about waist high to a grown human. Burrowers have lightly furred torsos and necks, though their limbs are bare, as are their stubby, rat-like pink tails. Burrowers have the barest suggestion of a snout- their evolution has transformed their rodent-like traits into a large, protruding nose. Burrowers have dark eyes which dart around nervously and glimmer with excitement and more than occasional fear. A pair of large, round ears rises from a mess of tussled brownish hair, which is often matted with dirt from their excavations. Burrowers have surprisingly powerful and well defined arms, which hang down slightly past their bowlegged knees. Their four fat fingers end in a thick black nail, which is shovel shaped to aid them in digging their massive underground warrens. Burrower skin tends toward a pale pink, though those who spend much time on the surface tan to a dark, leathery gold. A Burrowers pelt is usually some shade of brown, russet or grey. Burrowers rarely wear armor or elaborate clothing, preferring instead a simple Earth-toned tunic. Some Burrowers have adopted the Ghilish fashion for finery and ostentatiousness, and these small-folk decorate their bodies with colorful ribbons. When going into town Burrowers often dress up with rainbow twine wound tight around their mud-stained boots or beltline.

Burrower pregnancies last less than three months, and conclude with the birth of a clutch of up to a dozen squirmy little ratlings. Burrowers can live roughly as long as a healthy human, if unmolested. Violent deaths are rare among the genial and nonconfrontational burrowers though monsters and misadventure account for more than a few untimely demises.

Lands and Relations


Burrowers prefer small settlements rather than sprawling kingdoms, and make their homes in the warm earth of old growth forests whenever possible. Burrower settlements are mostly subterranean and take the form of an intricate matrix of interconnected tunnels. Burrower civilization is based around the warren, an evolutionary and social holdover from their marsupial origins. At the deep heart of each settlement, a single large cavern serves as a communal warren and nest for the settlements inhabitants. The warren is considered the communal domain of the settlement as a whole, and all the towns inhabitants return to the warren to sleep together in huge, warm piles. To a Burrower, the warren is a sacred and protected space. The greatest taboo about Burrower society is the sanctity of the warren- a Burrowers worst enemy may cuddle up beside him to sleep without a moment of fear, secure in the sanctity of the warren-truce. Those who violate the warrens peace bond are exiled from it, and forced to sleep alone elsewhere in the settlement. This exile might range from a few nights for minor violations of the truce (such as a married couple who bring an argument into the warren), or last a lifetime (for especially heinous transgressions, such as murder within the warren). The warren is lined with thick pillows, stuffed with rice or sand, and with beautifully decorated woolen blankets. Burrowers who donate especially fine pillows and blankets for the use of the warren can gain great status among their community. A settlements wealthiest and most influential Burrowers compete fiercely to make these statusenhancing donations.

Reproduction
Burrowers are marsupials, who give birth in the spring or early summer. Burrower females are extremely rare, with most spending their entire lives sequestered in the warren. Many Endarans have never seen a female Burrower.

Outside of the central warren, smaller caverns serve as private workshops, storehouses and kitchens. Burrowers lairs are designed for the comfort of a small people- humans might be able to visit, but theyd be forced into an uncomfortable crouch for the length of their stay, as Burrower ceilings are rarely more than 4 ft high. The surface land above a Burrower settlement often includes several small, one story buildings for the convenience of Endaran and Martyns-folk traders, including tiny shops, cramped warehouses, miniscule temples, midget inns and nearly microscopic taverns.

Burrower Racial Traits


Size and Type Burrowers are Small humanoids with the Anthro subtype. Burrowers have a base land speed of 20 ft. Burrowers, true to their name, have a Burrow speed of 20 ft. (3/1 BP) As a small creature, the Burrowers receive a +1 size bonus on attack rolls and Armor Class and a +4 size bonus on Stealth checks. However, they suffer a -1 size penalty to their Combat Maneuver Bonus and Combat Maneuver Defense. Ability Score Modifiers +2 DEX. Burrowers are fast on their wide, shovelclawed feet. In fact, theyre faster than they look. Enhanced Senses Burrowers possess lowlight vision. Through a combination of acute hearing, scent cues and echo location, Burrowers can function perfectly well without sight, a handy trick in lightless warrens. Burrowers gain blindsight with a 60 ft radius, and do not need to make Perception checks to notice creatures and objects within range of their blind sense. (3/1 BP)

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Names
Burrowers have two or three syllable names ending with an OH or UE phoneme. Burrowers do not use surnames, and nobody outside the warren has any idea what female Burrower names sound like. Male Burrowers on business outside the warren will speak warmly of their sisters, mothers and wives back home, without ever using proper nouns. Virtually every Burrower male of adventuring age is married to at least one mysterious female, and some Burrower men of high status are married to three or more.
D12 Result 1 2 3 4 5 6 Burrower N ame Aptho Blayue Darroe Eyyoe K elso Jelmue D12 Result 7 8 9 10 11 12

Burrower N ame Jithoe Latho Partho Ramue Sammo Talmue

Racial Skills Burrowers receive a +2 racial bonus on Climb, Knowledge (dungeoneering), Perception and Stealth checks. They may look dim-witted, but Burrowers have keen ears, feet softer than a ninjas and a natural knack for underground survival. Their thick claws help them Climb, on the rare occasions these groundhunting marsupials ever encounter a tree that simply must be climbed.

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Squizzers and Squirters


The Squizzers are a sub-species of Burrower known for their twitchy disposition and abject cowardice. Sure, if a Monster-Mek threatens its warren, a Squizzer may act to save its family, but this action is usually limited to running as fast as possible to an Endaran outpost to get help. Still, a few Squizzers become loyal sidekicks- so long as they can hide behind their larger, bolder partners legs when danger threatens. Squizzers are a bit leaner than ordinary Burrowers, and have a long mane of golden fur running down their spine like a skunks stripes. Squizzers have all Burrower traits, in addition to selecting the Easily Panicked disadvantage and the Swift trait as an additional racial trait. Easily Panicked (EX): You are a cowardly, easily frightened creature. You suffer a 4 racial penalty on all WILL saves against fear effects. When you succumb to a fear effect, the effect is one step more severe. Shaken becomes frightened, becomes panicked, becomes cowering. A cowering character with this disadvantage faints and becomes helpless for the effects duration, probably losing bladder control in the process. (+2 BP) Swift (EX): Squizzers have a base land speed of 30 ft, despite their small size. (2 BP) Squirters are another Burrower subrace. Like the Squizzers, they have the Easily Panicked racial disadvantage, however they dump the additional build points into the Defensive Stench and Speak with Kind racial traits. Squirters have jet black fur streaked with skunk-like white stripes and a furry tail banded with black and white. Squirters have more rodent-like faces, with a snout and long, white whiskers. Most have a mask-like or crescent pattern over their eyes. Defensive Stench (EX): When angry or afraid, your body secretes an eye-wateringly foul chemical. You may suppress this ability at will.

All living creatures (except other creatures with Stench) who approach within 30 ft of you must succeed at a FORT Save (DC 12) or suffer a 2 morale penalty on attack rolls, weapon damage rolls, ability checks, saving throws and skill checks for 10 rounds. Characters subjected to stench from multiple sources make a single saving throw. Characters affected by your stench cannot be affected again until the initial effect expires. (3/1 BP) Speak With Kind (SU): A number of times per day equal to your CHA modifier, you can speak with animals with any burrowing rodent. This conversation can last a number of minutes equal to your CHA score (minimum one minute), and otherwise functions as the spell, speak with animals. (1 BP) Scurry (EX): Burrowers know how to move to avoid danger. Once per round, when missed by a melee attack, the Burrower may make an additional five foot step. This bonus movement does not count against the Burrowers total movement for the round, nor does it provoke attacks of oppritunity. (4/2 BP)

Dagger Fangsss
Medium Humanoid (Anthro) Order Orphidia Humanssss enter our junglessssss.. The voices were high and mocking almost feminine, coming from all around the small knot of heroes. The party went back to back, swords and spells at the ready. Night Eyes, the scout, squinted and could barely make out azure scaled wraiths swinging between the trees. He was just about to scream a warning to his comrades with a gold fletched arrow caught him in the throat; the poison turned him blue and killed him before he could gargle out a warning. Humanssss all die here! Ssssskin them for our cloaksssss! None of the survivors had any idea at all where the shot came from, and they crouched fearful neath Faith-Mans luminous golden energy field and tried to figure out what to do next. A rain of arrows clattered off the shield, shafts snapping like tiny bones. Clutching Night Eyes body, the Wolf Ranger hissed his own words. Theyll make a frontal assault next, since the arrows arent getting thru. Thats when we skin these snakes ourselves. The Dagger Fangsss were the original inhabitants of the Serpite Jungles, before their great golden cities were razed by the human barbarians of what would one day become the Great Serpis Empire. The majority of the Dagger Fangsss fled deep into the jungle, where they rebuilt what they had lost, and never forgot their ancient bloodfued with the mammals that stole their land. Others survived, after a fasion, as slaves within the Serpis Empire. Today, there are several tribes of Dagger Fangsss; the majority of which still plot war against the jungle people, and a tiny minority of which has become a part of the Serpis underclass.

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Appearance
Dagger Fangsss are a strangely beautiful race of serpent-kind. They stand as tall as a petite human, their athletic physiques gilded by a layer of gleaming sea-blue scales. Each Dagger Fang has a unique pattern of multi-colored scales decorating their breasts, running up their long, slender throats and encircling their fanged mouths. These instantly recognizable scales range in color from brick red to azure to green or royal purple. Thicker scales gird the Dagger Fangsss breast and abdomen, resembling masterfully manufactured scale mail. The serpent folk have flat, noseless faces and wide mouths filled with row upon row of hooked fangs, each as razor-keen as the races name implies. Eye color varies with gender. Male Dagger Fangsss have emerald or pale blue eyes, while females of the race have golden or amber eyes.

Dagger Fangsss dislike and mistrust technology as pitiful mammalian decadancesssse. They rarely wield any weapon more complex than a broadsword or masterfully balanced battle-axe. Dagger Fang warriors favor light leather armor (wearing the flayed flesh of a mammal brings cold, reptilian joy to a Fang), or partial suits of scale mail decorated with a serpentine or draconic motif.

Reproduction
Dagger Fangsss mate during the hottest, driest months of summer. Females choose their mates from among the strongest and most brutal males, who compete fiercely, hoping to win the favor of a serpent-born maiden through courage on the battlefield. Dagger Fang women give birth to a single live child, but do not nurse. Instead, they regurgitate the blood of their prey, at least until their children are old enough to hunt on their own.

Despite their loathing of Serpite humans, the race is interfertile with mankind. While cruel, the Dagger Fangsss are attracted to martial prowess and valor, two qualities that Serpites of both genders have in excess. Such relationships are tempestuous and often end in tragedy, but occasionally Serpite/ Dagger Fang hybrids are born. Given the strangeness of their origin, these children either grow up to be infamous rogues or legendary heroes.

Dagger Fangsss Racial Traits


Size and Type Dagger Fangsss are Medium humanoids with the Anthro subtype. As Medium creatures, they suffer no special bonuses or penalties due to their size. Dagger Fangsss have a base land speed of 30 ft. Ability Score Modifiers -2 STR, +2 DEX, +2 CHA. Dagger Fang bodies are built for silent agility and venomous poise, not brute power. The race is arrogant and strong willed. Enhanced Senses Dagger Fangsss have lowlight vision and possess the Scent special quality. They taste the scent-laden air with their forked tongues. Racial Skills Perfectly adapted to a jungle existence, Dagger Fangsss receive a +2 racial bonus on Climb, Stealth and Swim checks. Their long memories reach back to the distant past to nurse present day hatreds, providing the snake beings with a +1 racial bonus on Knowledge (history) and Knowledge (local) checks. Efficient Metabolism (EX): Dagger Fangsss digest food as slowly as any jungle python. They require half the food and water of a comparably sized humanoid, and receive a +8 racial bonus on FORT Saves made to resist thirst, dehydration or starvation. (1 BP) Venomous Bite (EX): Dagger Fangs have a natural bite attack as a secondary natural attack form. This bite inflicts 1d6 + STR modifier points of piercing damage and injects Dragon Fang Venom. (Bite 1 BP, Venom 4/2 BP)

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Lands and Relations


Dagger Fang villages are carefully hidden in the most dangerous and trackless parts of the Serpis Jungle. These carefully concealed fortresses are protected behind interlocking layers of traps and are patrolled by great serpents, tame cobras and other reptilian dangers. Any human unfortunate enough to find their way into one of these refuges usually ends up on a sacrificial altar, where they are devoured alive by monstrous phytons or, if the snake folk are inclined to show mercy, allowed to succumb to some exotic envenomed potion. The few Dagger Fangsss who live among humans subsist in poorly constructed shantytowns in the heart of Serpite metropolises, or at the fringes of smaller human villages. These creatures often make their living as rogues, spies and assassins. So-called tame Dagger Fangsss are as unwelcome as a human in the forest homes of the race.

Names
Dagger Fang names are low, threatening hisses with elongated S sounds. They are spit from a forked tongue like a threat. For a human to even speak a Dagger Fangsss true name is a mortal insult, met with violence, so most humans only ever refer to a Dagger Fang by his or her Battlename.

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A number of times per day equal to your CON modifier (minimum once daily) the Dagger Fang can spit a short ranged spray of natural toxins. This toxin spray affects all creatures in a 10 ft cone in front of the Dagger Fang. Dagger Fang Venom Type: Contact or Injury FORT Save: Ten plus CON modifier plus total character level Duration: 6 rounds Initial Effect: 2d4 CON Secondary Effect: 1d4 CON

Pythens
Pythens are a variant breed of Dagger Fang, another path reptilian evolution took. These reptilians have long, rubbery and boneless arms, surprisingly powerful despite their small size. Pythens can crush a bear to pulp in their rubbery, fatal embrace. Phythens do not have the Venomous Bite nor Efficient Metabolism racial traits, which free up 4 BP for the following ability package, designed to make them absolutely murderous grapplers. They have a voracious hunger compared to ordinary Dagger Fangsss, and this hunger gives them a surly, murderous disposition.

Improved Grab (EX): You gain the Improved Grab special quality. When you hit with a natural weapon attack or unarmed attack, you deal normal damage and may attempt to start a grapple as a free action, without provoking an attack of opportunity. No initial touch attack is required. You may grapple opponents up to one size category smaller than your self; a Small or smaller creature using improved grab does not apply its size modifier to grapple checks.

You may conduct the grapple normally, or simply use the part of its body used in the grab to hold the opponent. If you choose to do the latter, you suffer a 20 penalty on CMB, but is not considered grappled itself. You retain your DEX bonus to Armor Class, still threaten an area, and still Flexibility (EX): You are incredible flexible, use remaining attacks against other opponents. You with double joined limbs that can stretch eerie may even move, provided you can drag your distances. You gain +5 ft reach in combat. In opponents weight. When you get a hold after an addition, your incredible flexibility gives you a +2 improved grab attack, you pulls the opponent into racial bonus on to CMB and Escape Artist checks. your space. This act does not provoke attacks of (4/2 BP) opportunity. Constrict (EX): You gain the Constrict special quality. Each round you maintain a grapple on a creature at least one size category smaller than you, you automatically inflict 1d3 points of bludgeoning damage with a successful grapple. If you possess any ability that improves your base unarmed strike damage, such as monastic training, you may use the higher damage total. (3/1 BP) You do not deal additional damage with a successful hold unless you have the Constrict ability. If you do not have Constrict, each successful grapple check you make during successive rounds automatically deals the damage given for the attack that established the hold. (3/1 BP)

Felynx
Medium Humanoid (Anthro) Order Felis Major The Felynx nose lead her to the overturned floaterwagon, and slightly beyond, to where the caravan driver lay bleeding. The caravan driver was half concealed beneath a scrub brush, trying to find what pitiful sanctuary she could. The big, golden striped felinoid was at the drivers side in a flash. She reached into his equipment belt and pulled out one of the perfumed blue potions that Healer had mixed up for her that morning, and poured it over the bloody gash unconscious humans abdomen, just neath one of her breasts. The liquid sparkled as it sunk through the layers of dark cloth and soaked into the torn flesh beneath. The human began stirring immediately, and her eyes opened wide in shock and pain. She had the slitted golden eyes of a Serpite, the Felynx woman saw with some surprise. Whatever business had brought her so far West, it must have been important if raiders had ambushed her and left her to die. With a voice

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like the growl of an impending avalanche, the big tiger-woman tried to sooth the confused human.

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Fear nothing, little one. The great knight Hero-Claw is at your side, and no further harm shall befall you. The woman sputtered weakly, blood trickling from her cracked lips as Healers magic potion healed the damage to her lungs, .the Weather Diamond! They.stole the Weather Diamond.. At this, Hero-Claw smiled broadly, her forefangs glistening in the desert sun. Her whiskers twitched with savage joy, as she realized this chase had just gotten fun. The noble Felynx have shared the southern half of the Endaran continent with mankind for uncounted centuries. Some clerics, both human and Felynx alike, believe that the Endaran worship of the courageous and protective arch-god known as the Royal Tiger is an adaptation of the Felynxs more primal faith.

Appearance
Felynx are muscular, half-tiger humanoids with physiques like a champion athletes. Every inch of a Felynx body is sheathed in a short striped pelt, the color of which varies wildly among different Felynx bloodlines. Two Felynx from different tribes an easily tell each others heritage at a glance. The most common pelt colors among Felynx are a rich, tawny orange, a deep crimson, a rich forest green or a sky blue. Stripe colors are similarly varied: black, white, gold, electric blue and violet stripes are equally common. A few Felynx tribes, native to the deserts surrounding New Sulan have spotted coats rather than the striped pelts common to those Felynx living along the Martyns coastline.

Felynx skulls are entirely feline, with the race having a short muzzle that terminates in a powerfully muscled jaw and 36 scalpel-like teeth. Felynx ears are triangular and end in a tuft of bright fur. Both genders wear their hair long- males in impressive manes and beards, and females in long, leather

wrapped braids or tails. Felynx eyes are fiery and arrogant, with vertically slit black pupils. Felynx warriors prefer small diamond shaped shields or stylized bucklers, and favor angular metal cuirass and chainmail harnesses. These anthros take great pride in their swordsmanship, viewing a finely honed blade as a natural extension of the talons the race is blessed with.

well defended, protected behind expertly made palisades. Children are raised communally, and trained in warrior ethos by the tribes veterans.

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Names
Felynx names are guttural growls, designed to be howled with pride during battles. No real difference exists between male and female names. Felynx children are named soon after they make their first hunt, which occurs sometime around four years of age.
Exam pl e Fel ynx N am e A'rashal l l l 'grrh Erra'tyl l 'gra El l y'pthaaa'rrrr Farrr'graa'korrr K ra'l l el 'm aaa Y'rrerah'yl l l

Reproduction
Felynx romance much like humans, and due to long eons of close contact, they are inter-fertile with Martyns-men, though with no other human race. Many of the human families native to Martyns include feline ancestors, while heroic human warriors are often adopted into Felynx tribes. (These half-human hybrids can be represented by various alternate racial traits and/or starting talents described fully in the upcoming Masters of Endara Campaign Setting.)

D6 Resul t 1 2 3 4 5 6

Felynx pregnancies last about as long as a humans, roughly 9.5 months, and end in the Felynx Racial Traits birth of a trio or quartet of mixed gender cubs. Felynx are doting, over-protective parents. Felynx Size and Type teens reach maturity about a year behind their human Felynx are Medium Humanoids with the counterparts, and have similar lifespans. Anthro subtype. They receive no special bonus or penalties due to their size.

Lands and Relations

Felynx have lived in Martyns since before the oldest human settlement was founded. They are staunch allies to the Martyns-men, defending their shared lands against Terra Mortician incursions. More than a few Felynx have ventured north, joining the Endaran Legions as powerful, competent soldiers. Nomadic Felynx tribes criss-cross the deserts encircling New Sulan; these spotted Felynx are in great demand as mercenary guards for New Sulani caravans. Felynx settlements tend to be small and close-knit. The most powerful warrior male rules the settlement and protects it, and the most skilled female warrior is his queen. These settlements are

Felynx have a base land speed of 30 ft. Ability Score Modifiers +2 STR, +2 DEX, -2 INT. Felynx are natural hunters with enhanced physiques and predatory reflexes, but they are not quite as imaginative or educated as humans. Enhanced Senses Felynx possess lowlight vision and the Scent special quality.

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The Icelynx of the My-Tor Mountains


The Icelynx are a variant strain of Felynx native to the coldest peaks of the My-Tor Mountain Range. These cat-folk walk the roof of the world, where the air is thin and purple, and content with yeti, remorhaz, and ice beasts of all sorts. Icelynx are broader, with their muscular frames insulated beneath a layer of insulating fat. Icelynx have shaggy silver-white coats, and striping in shades of pale azure or the grey of a looming storm cloud. An Icelynx canines are elongated into smilodon scimitars, which the cat-folk stud with tiny sapphires or silver tracery. Icelynx wear only shades of white, grey and blue, even in their armor or upon the devices worn on their shield, the better to blend in with their home terrain. Icelynx remove the Pounce and Grassland Hunter racial traits common to lowlander Felynx and replace them with the following racial trait, which combines the Climate Adaptation and Winter Coat traits and also costs 2 BP in total. Arctic Adaptation (EX): Icelynx receive Cold Resistance 1.They receive a +10 racial bonus on FORT Saves made to resist extreme environmental cold, and a +2 racial bonus on Stealth checks made in snowy environments. (2 BP)

attempting to attack the Felynx with any ranged weapon suffer a 25% miss chance. (1 BP) Pounce (EX): A Felynx predatory ancestroy allows the anthro to make a full attack action after a charge. (3/1 BP) Predatory Instincts (EX): Felynx have a keen hunters eye. As a move equivalent action, the Felynx may attempt a Perception check (DC 10 + the targets Hit Dice) to determine the targets maximum Hit Point total and current Hit Point total. (1 BP)

Mammors
Large Humanoid (Anthro) Order Pachyaderma Prince Sunbolt flew through the air, slammed hard against the snowy, frozen ground and spit teeth. He shook his head to clear it and rose up on trembling legs and faced his attacker. For a moment, Prince Sunbolt saw double, and groaned, because fighting one Mammor thug was bad enough.

Flexing his golden gloved finger tips, Sunbolt summoned the stellar energy that gave him his battlename and fired off a roaring line of golden plasma at his attacker. The plasma bolt caught the Mammor square in the chest, knocking the monster back, and scorching a raw, Racial Skills meat-red welt out of the grey fur decorating the Felynx are natural hunters with a forceful, muscular elephant-things chest. The Mammor demanding presence. They receive a +2 racial bonus roared with pain, and slapped out the fire with on Intimidate and Survival checks. one giant-sized hand. And worst of all, the thing kept coming. Bite (EX): Felynx have a natural bite attack as a ssecondary attack form. This bite inflicts Picking up Sunbolt one handed, the slashing damage equal to 1d6 + your STR Mammor tossed the dark-skinned human aside modifier on a successful hit. You may bite during a as easily as Sunbolt would have tossed a pebble. grapple. (1 BP) Sunbolt hit a rune-etched standing stone, felt the old, ice-slick granite crack under the impact and Grassland Hunter (EX): Felynx have hit the ground again. striped pelts that allow them to almost disappear in tall grass. In any area of tall grass, enemies Off in the distance, a flock of ravens wintering in the relatively mild Vall Lowlands

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took to the air, terrified by the crashing of combat. A ragged ebony curtain rose into the sunrise, blotting out the pink and purple dawn, before the curtain ripped apart as a thousand birds took their own random paths through the air. And the Mammor stepped forward, his hide still smoldering, anxious to finish the battle. The Mammors are the embodiment of strength and tireless toil. Born in the rugged Vall Lowlands, Mammor barbarians are among the most powerful sentient beings walking Endaran soil. For

generations, Mammor tribes have lived alongside barbaric human clans, warring in bad times and trading and feasting together in good years.

Appearance
Mammors are shaggy, elephantine behemoths. Their vast weight crushes the ground beneath their feet, leaving behind the distinctive shield-like depressions, so iconic of the Vall Lowlands, that mark their passage. Mammors have leathery bluish-grey hides hidden beneath a thick, wooly white or grey pelt. Their skulls are fully

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elephantine, with both genders sporting a pair of gently curved ivory horns, which are slightly longer among the males. A Mammors trunk is dexterous and muscular, but fairly short, more similar to a tapirs than a true elephants, and the great beings use their trunk as an additional hand for close-in work. Mammors have leaf-shaped ears that extend far past their muscular shoulders. Mammors tattoo their ears with intricate black knot work and pierce the ears with gold hoops big enough to be a bracelet for a grown human. Mammors have small yellow eyes and thick, four fingered hands. Their feet are wide stumps with deeply recessed keratin nails, the better to support their bulk. Mammor thighs and calves tend to be fairly short, giving them a top heavy appearance, which is only magnified by their muscular frames. Mammors wear heavy leather and steel harnesses or animal pelts as armor. They prefer big, two-handed melee weapons that take best advantage of their enormous strength, favoring war axes, claymores and even more brutal bladed weapons. Many Mammors wield Tusker-made weapons, a consequence of years of trade between the two barbarian cultures.

south. They are well regarded in the Sun Lands, respected for their strength, courage and tireless work ethic. Mammors are the best friends (or worst enemies) a human or Tusker tribe could ever hope to gain. Despite their size and combative nature, Mammors are not just ignorant barbarians. The race is gifted with a natural aptitude for stone work to rival any Dwarf, and the giants are well respected for their architectural skills. Mammor artisans have raised some of the most impressive menwhirs and longhouses found in the Lowlands, and expatriates have built impressive stone temples and palaces for Solar Kingdom patrons. Quite a few Mammors were involved in the construction of the new city of Dragons Roost, the switching point for the great Dragon trains now crossing Endara.

Names
Mammors prefer simple, intimidating names that hint at their battlefield prowess, their mastery of stone, or their elephantine nature. To generate a random Mammor name, use the chart below. Roll twice and combine in any order desired.

Reproduction
Mammors reproduce much like their smaller human counterparts, and have similar romantic and marriage rites. Mammor women give birth to a single juvenile, which takes nearly 20 years to reach its full size and strength. Mammors live nearly two centuries, and are mostly untouched by the rigors of age until their last years. Mammors occasionally take Tusker mates, and while many have close human friends few ever take a human as a romantic partner. Humans, after all, are just too small and fragile.

D12 Result 1 2 3 4 5 6

N ame C omponent Granyte T uskk Ivory T runkk Hammer Rokk

D12 Result 7 8 9 10 11 12

N ame C omponent Gorr Ax O nyxx Bone C hysyl Iron

Lands and Relations


Mammors are found throughout the Vall Lowlands, and a few have found their way farther

Mammor Racial Traits


Size and Type Mammor are Large Humanoids with the Anthro subtype. As a large creature, they suffer a 1 size penalty on attack rolls and Defense, and a 4 size penalty to Stealth checks. However, you receive a +1 size bonus to your Combat Maneuver Bonus and Combat Maneuver Defense. (3/1 BP) Mammors have a base land speed of 30 ft. Ability Score Modifiers +2 STR, -4 DEX, +2 CON, +2 INT. Mammors are physically robust, with heroic proportions and even more heroic constitutions. They are smarter and more cunning then the typical Valling man, but are ponderous and slow moving. Enhanced Senses Mammors gain lowlight vision. Racial Skills Mammors are hard to knock off their feet, and receive a +2 racial bonus to their Combat Maneuver Defense. Mammors are natural crafters, who build great structures and sacrificial rings from multi-ton blocks of stone. Mammors receive a +4 racial bonus on Craft (masonry) and a +2 racial bonus on Knowledge (dungeoneering) and Craft (structural) checks. (1 BP) Prehensile Trunk (EX): Mammors can perform skills, carry objects and perform tasks with their prehensile trunk. They can even attack with their trunk or use weapons, but such tasks suffer a 4 penalty. (1 BP) Stonecutting (EX): Mammors receive a +2 bonus on Perception checks made to notice unusual stonework, such as traps or hidden doors located in stone walls or floor. Mammors receive a check to notice such features whenever you pass within 10 ft of them, whether or not they are actively searching. (1 BP)

Mentowls
Medium Humanoid (Anthro) Order Aves Major Professor in Residence Durkatt Quantumfeather snorted nosily, an expression of distaste that his pupils had learned to dread. Around the cramped classroom, his apprentices shuffled their papers and stared scrupulously at their memory-screens. Quantumfeather tossed a sheaf of papers aside and flapping his mighty wings, he first hopped, then flew up to the holoblackboards latched at the very top of the 50 ft high, cylindrical teaching chamber. You call these fourth-dimensional mechanics? First year time-trippers could do better than this, Mathias! Your equations are the kind of juvenile rubbish that would get you kicked out of any respectable trans-temporal research institute! His talons scratching angrily on the holoscreen, Quantumfeather begin etching glowing equations, without a single glance spared at the students cowering below. Now, Mr. Mathias, I will endeavor to show you where you went wrong in your thinking. That wont be very easy because it seems like you must have been hibernating for the last three semesters. More equations, written in an angry hand. Numbers and sigils and strange mathematical concepts flew by. His wings flapped furiously, and grey down rained down on the students below. Is that true, Mr. Mathias? Were you hibernating like an Endaran Ursus Mechanis? Slumbering through the wint- wint- er- oh, by the Great Egg, I think perhaps I may have misjudged you after all, Mr. Mathias. It seems your seeming error may in fact, be a somewhat revolutionary new way of perceiving space time

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curvatures. Oh, Feathers and Fires, what a wonderful equation this is. Mentowls are a race of genius avians native to the forested island of Althena. For generations, Mentowl scholars have educated Elven royalty, and in modern times, Mentowls have immigrated to Endara. Today, the keen-minded owl-men can be found in the Ravennan forests, tutoring that lands elite. Mentowl masters can command high wages as tutors, alchemists and wizards, and are often found in seats of learning, from the Free City of Ducharr to the prestigious Schendenwatt University.

Appearance
Mentowls are grey-feathered humanoids about equal in size to a petite human. They have intense gold and ebony eyes that take up most of their skull, and wickedly sharp beaks of brown or auburn keratin. Those who dont know the races reputation as stuffy scholars find the avians a bit intimidating, with those huge eyes that seem to regard humans as prey. Mentowls have a dark ruffle of elongated feathers crowning their eyes, which extends into a pair of heavy, feathered wings growing from the sides of their skulls and down the length of their spines. Mentowl women have elaborate blue and white markings on their wings, like a snowflake constructed of feathers. Mentowls of both genders have reverse articulated, taloned feet. Rather than sitting or standing like a man, the race prefers to perch on the back of chairs or railings. Mentowls favor long scholarly robes in somber colors. The somber owl-people tend to dress in funeral style, with the only spots of color on their robes being the colorful coats of arms belonging to the educational institutions they serve.

Adventuring Mentowls favor light breastplates in the angular Ducharri fashion, preferring bronze, chrome or silvery metal. Even in Ravenna, Mentowl heroes are more likely to use a blaster than a sword.

Reproduction
Mentowls mate early in life, and remain until the young from their coupling reach physical maturity (which takes about 12-15 years). They raise their young together, divorcing amicably to seek out new

mates, once their child can fly upon their own currents. Mentowls occasionally take other humanoids as mates, including especially intellectual Elves or Ravennan priestesses, but no young are produced through these unions. Mentowl women lay a single large egg, which they will protect to the death. The female broods for about seven months, during which time she rarely moves more than a single wings span away from her nest. Mentowl newborns are nearly helpless when they hatch, but mature at a rate comparable to a human child. Mentowls have a life span of between two and three centuries.

everything else, Mentowls are meticulous and precise when building their homes, spending months looking for just the right branches, the perfect circuit-wires and the ideal insulating fill.

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Names
Mentowl names are long-winded and pretentious, just like the avians themselves. Mentowls usually adopt a title or honorific thats ignored by most of their companions, much to the Mentowls annoyance. You can pick a first and second syllable of their first name, as well as primary and secondary components to their surname, as well as an honorific using the chart below. There is no major gender difference in Mentowl naming.

Lands and Relations


Mentowl settlements are orderly treetop dwellings built using a combination of materials. A high-tech plastic core is surrounded by twigs, branches and twine. Though built high into the forests, Mentowl homes are anything but primitivewalls strain under the weight of tall bookshelves, and viewer-screens connect the owl-folk to the outside world. The largest Mentowl villages are found in the Elven nation of Sulan, while newer settlements are being built in the cold Ravennan forests. When Mentowls live in other lands, they prefer to make their own homes on the rooftops or battlements rather than live at surface level. As in
First N ame Syllable 1 Arka First N ame Syllable 2 Atrallo

Mentowl Racial Traits


Size and Type Mentowls are Medium humanoids. As medium creatures, they receive no bonus or penalty due to their size. Mentowls have a base land speed of 30 ft. Mentowls have a Flight speed of 40 ft (average). Mentowls can only fly when wearing light armor or no armor, and when carrying a light or medium load. A Mentowls expansive wingspan makes it virtually impossible to pass for human: they
Honorific

D8 Result 1

Surname Prefix Aire

Surname Suffix Book

Doctor of Arts and Sciences Doctor of Metaphysical Disciplines Headmaster Master Spellwright Master T echnologist Professor of Applied Dungeoneering Professor of Dimensional Theory Professor of T rans- T emporal Studies

Baraka

Entror

C loud

C hamber

3 4 5

Gettor Histr Iktor

Falum Inkole Lungot

Dream Feather Honor

History Mark N ight

Markur

L ynnad

Genius

Thought

N estor

Malmar

Stellar

Q uill

Raka

Sapum

Winter

Wind

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suffer a 8 penalty on Disguise checks. Armor and clothing worn by a Mentowl must be custom crafted, doubling the purchase price, as if it were made for a non-humanoid creature. (4/2 BP) Ability Score Modifiers +4 WIS, -2 CHA. Mentowls are strongwilled, disciplined and professional, but they tend to be a bit boring. Most are prone to wandering off on conversational tangents and expounding on trivia, no matter how much their companions beg them to stop. Mentowls tend to be know-it-alls and pendants, even the young of the species. Enhanced Senses Mentowls receive lowlight vision, and as creatures evolved from owls, they receive a +5 racial bonus on visual-based Perception checks in dim light or darkness.

Variant Mentowls
Mentowls sometimes swap out the Homing Instinct trait for an additional Racial Skill Set (+8 bonus on up to 8 skills), effectively doubling the benefit of their Scholar trait. Others might take a Disadvantage and pick up Attribute Excellence (INT) for a +2 racial bonus to their INT score, cementing their reputation as feather-headed geniuses. Avian Distractibilty, Battle Weakness and Nocturnal are appropriate disadvantages for Mentowl heroes.

Sectans
Medium Humanoid (Anthro) Order Lymantria

The Sectan warband concealed themselves against the ochere hills that marked the border between the Hell-lands and the Racial Skills relatively more fertile lands to the East. The Mentowls receive a +2 racial bonus Survival rising sun was at their backs, and the warriors checks and a +8 racial bonus on Fly checks. were just black shapes against the blacker Though Mentowls may seem like stuffy scholars, shapes against the blackness of the ridgeline. An within their breasts beat the heart of an ancient bird observer might occasionally hear a hum, like of prey. crickets, without ever realizing the insect warriors were speaking to one another, trading tactical advice and joking about their warrior Homing Instinct (EX): Mentowls can sense magnetic lines of force, like a natural compass. skills in a language comprised mostly of subsonic vibrations. Mentowls can always sense magnetic north, as if they have five or more ranks in Survival. With a minute of concentration, Mentowls can sense the The sun rose, raising the temperatures relative distance and direction to their home or any into the hundreds and beyond. The rocks warmed other structure theyve spent several weeks in. in the oven like heat, but the crouched ambushers didnt seem to notice. Instead, they (1 BP) kept their compounded eyes fixed on the sunscorched path below, waiting for their targets. Scholar (EX): Mentowls are born philosophers with phenomenal memory and a love of Hours passed before the keenest eyed of the learning. Select any two Knowledge skills of choice, warriors noticed the dust of an approaching which become the Mentowls area of expertise. The formation. The ridgeline hissed and hummed with excitement as the plans for the ambush Mentowl receives a +4 racial bonus on each of were finalized- murder planned to the sound of these two skills. (1 BP) crickets fiddling. The Tusker formation passed neath the a stone archway that concealed the leader of the

Then the Sectuars feet touched the ground, and he flicked the blood off his spear, and killed another, and another and another and another. When the Lich performed the foul necromantic ritual that elevated him to godhood, he expunged virtually all life on the continent of Terra Mortis, transforming a once fertile land into the twisted, chaotic hellscape we know today. Thousands, possibly millions of humans died, as did the great civilization of the Sectans. Their great Hive-Cities were wiped away in an instant, and the pitifully few Sectan survivors joined equally wretched human and demihuman survivors in pockets of resistance scattered along Terra Mortis rocky but still fertile eastern coastline. Fallen far from what they once were, the Sectans only survive thanks to their hatebattling the Lich minions has become their only purpose in life.

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Sectan warband. His mandibles twitched, and with ease, he folded out his crouch and ruffled his dragon-fly like wings. They caught the sun, then caught the air. With a screech of horror, the leader leapt into the midst of the Tusker soldiers beneath. Hed killed two Tuskers before his clawed feet ever touched the Earth, His spear took the head off one warthog faced soldier, while his claws raked the guts out of another.

Appearance
The Sectans are a slender, spindly race of insectoids. Their bodies have the proportions of a marathon runner or gymnast, lean and powerful with no wasted mass or excess fat to mar the sleek, aerodynamic lines of their exoskeleton. Sectans stand a full head and a half taller than a tall human

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male, though they weigh only as much as a petite girl-child. A Sectans chitinous armor is mostly brown, splotched with yellow or ochre bands and hive-markings that cover their shoulders, forearms and upper thighs. Sectan faces are blank and mask-like, protected beneath blackish-brown chitin. The race has almond shaped, compound eyes that gleam a dull aquamarine. Sectans have three long, dexterous fingers and an equal number of toes, all of which end in sharp, hooked talons. A pair of huge transparent wings rise from the Sectans shoulders. When fully extended to catch the air, these durable, nearly invisible wings stretch a dozen feet or more. Sectan warriors rarely wear armor, nor do they really need to. The race prefers to fight with long, light hafted spears or other polearms, which they use to great effect while on the wing.

homeland has become, and are both brutal and valiant in their struggle against the Lich cult. Many Sectans have migrated by wing to Endara, settling anywhere that will have them. Small hives can be found across Endara, whether in forests somewhere in the Vall Lowlands, or in coastal hives somewhere along the rugged Martyns coastline. A few have even built rooftop hives of wax and garbage in decadent Mallards Landing, where they thrive as thieves and spies. Sectans have a knack for survival.

Names
Sectan names are vibratory patterns created by vibrating the wings or humming. These names are difficult for humans to reproduce, and most refer to Sectan companions by a nickname or even a Battlename.

Reproduction
Sectans are egg-layers who fertilize their clutches during the wet months of late autumn, allowing their young to be born in the spring. Males of the race defer to females, and are strangely chivalristic, an evolutionary holdover from the ancient days of queen, nest and male worker drones. Sectans reach physical maturity about a decade after hatching from their waxy crches. The insect folk can live about three centuries, but most fall in battle far earlier than that. Losing everything has made the race both furious and foolhardy.

Sectan Racial Traits


Size and Type Sectans are Medium Humanoids with the Anthro subtype. As Medium creatures, they receive no special bonus or penalty due to their size. Sectans have a base land speed of 30 ft. Sectans have a Flight speed of 50 ft (average). They can only fly when carrying a light or medium load, or when wearing light or no armor. (Winged Flight, chosen twice for 8/4 BP) Ability Score Modifiers -2 STR, +2 DEX, +2 WIS. Sectans are graceful even in the heat of battle, and have willpower like tempered steel. However, their spindly limbs limit their physical strength. Enhanced Senses Sectans possess lowlight vision. Racial Skills Sectans are the embodiment of grace. They receive a +4 racial bonus on Acrobatics checks and

Lands and Relations


The Sectans once ranged across the entire Terra Mortician continent, but now they subsist in cliff-side hives built high up in the continents Eastern coastline. It is a hard life, and often a grim one. Sectans are close allies with the few human settlements in the region, and often assist the Althenian Elves in their freedom-raids into Terra Mortis. Sectans loathe what their ancestral

a +1 racial bonus on Reflex (REF) Saves. In addition, these elegant fliers receive a +10 racial bonus on Fly checks. Few flying humanoids can match a Sectan in air-to-air combat prowess. Unnoticed by Undead (SU): Sectans must pass unnoticed above Lich-cult patrols to survive, and must survive to have their long awaited vengeance against the Lich. They have evolved a natural form of invisibility to the mindless undead. All Sectans are treated as being under a constant Hide From Undead spell. The creatures effective caster level is equal to his or her total Hit Dice. (4/2 BP) Weak Sight (EX): A Sectans compound eyes are nearsighted. Sectans suffer a -4 racial penalty on visual-based Perception and Search checks, as well as a -4 racial penalty on ranged attack rolls. (+2 BP)

Sunseeker
Medium Humanoid (Anthro) Order Reptilia A few grueling long hours ago, King Icehearts Tundra Golems had worked him and over good and tossed him into a dungeon oubliette, bound in strength nullifying ice shackles. Now, the normally serene and unflappable Hammerhand was getting a little worried. The arctic chill of the cell was seeping into his bones, and with his magical mithral gauntlet encased in ice, his universe-beating strength was useless. As hed been doing since he returned to consciousness, Hammerhand flexed his muscles, searching for a weakness in the shackles, a weakness he could exploit. But there were no weaknesses, and Hammerhand hung his hair in despair, his shaggy red hair matted with ice and blood. He muttered a distinctly un-paladinlike profanity. And at that moment, Hammerhand heard something that sounded like mingled laughter and chattering teeth, and looked up toward the ceiling of the oubliette with a start. There, clinging to the iron bars securing the cell was his most trusted sidekick, Gekkor. The lithe little reptile hung upside down from the ceiling, and was wrapped in what, to Hammerhands tired eyes, looked like a parka made from the entire skin of a mammoth. Gekkors omnivorous teeth were chattering, and the reptile shivered uncontrollably, his rapid breath steaming in the air. But clutched in Gekkos tail was a key- a key made of purest, whitest ice- a key to his shackles. Hammerhand smiled tiredly. W-w-what would the S-s-s-sorcerer say if he could hear you talking l-like that? Now, lets g-g-g-get you outta here, before I s-s-s-start hibernating! Jovial and adventurous, the Sunseekers have been bold companions to generations of Endaran and Solar Kingdom heroes. Sunseekers are

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Variant Sectans
A thousand Hives were eradicated on that black day when the Lich rose to power. Todays Sectans are a motley assortment of lost bloodlines and demolished cities. If you would like to build a variant Sectan, consider some of these following options. First, you can easily remove one level of Winged Flight to free up 2 BP. You can either buy off Weak Sight if you want to make a ranged-build Sectan, or do even more interesting things with these extra BP. Venom is always a good option, and gives you an additional wasp-themed attack. Survivor Instinct emphasizes the fact Sectans are a race of survivors. Threat Colors means that if youre playing a giant wasp-man, you might as well be scary. Maddening Chitter plus Jinx give you some supernatural talents with which to hunt Undead, emphasizing that while your race may fight evil, it is not necessarily good.

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intensely curious, absolutely fearless and utterly confident in their own ability to handle any crisis that comes their way. Many of the boldest and most courageous Sunseekers leave the warm rocks of their native savannah in search of their own destiny, a destiny the reptiles are always assured will be glorious.

Appearance
Sunseekers are slender, petite lizard folk. On the whole, Sunseekers present an almost comical appearance They rarely top five feet tall, with wide, webbed hands and feet.. They have a thick, nonprehensile tail jutting from between their narrow buttocks. Sunseekers have scales so small and smooth they are as soft as human skin. The most common scale color is a rich lizard green, though blue-scaled or gold-scaled lizard-folk are not unknown. A Sunseekers throat and underbelly scales are pale, milky amber. Sunseeker faces are expressive, with wide lips and eyes that can go wide with joy or shock, or narrow into an angry slit. They have sticky pink tongues that can flash out in an instant to snare some tasty dragonfly. Sunseeker eyes are bright and constantly dart, instinctively seeking movement. Sunseekers arent an especially violent people, but can be aggressive when provoked or in defense of the weak. They prefer to fight with ranged weapons, the best they can get their webbed little

fingers around. If only bows and slings are available, Sunseekers will make do. But if crossbows or blaster rifles are to be found, Sunseekers are only too happy to show off their marksmanship. Sunseekers prefer light armor, wearing little more than a leather pectoral on even the most intense battlefields.

Names
Sunseeker names are a combination of descriptive traits, and even the most innocuous Sunseeker peasants name sounds much like a Battlename. Some scholars believe that the reptilemen helped popularize the tradition of Battlenames among both the Endarans and the Solar-Men, sometime in the distant, unremembered past.
Female N ame Gekka Lizarra Lizzalee Skene Slytha Gynna Clinga Zia First Surname Component Sun Hot or Heat Lizard Fang Lash Q uick Speed Tumble Second Surname Component Tail or Whip Swimmer or Climber Man or Woman Scale or Skin Bite or Tooth Toe or Foot Hands or Fingers Mouth or Tongue

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Reproduction
Even human anatomists find it difficult to tell the differences between male and female Sunseekers without a thorough and rather embarrassing exam. The race mates perfunctorily, though marriages between the reptilians are intense and passionate in all other respects. Sunseekers are doting parents, fiercely protective of their egg-lings.

D8 Male Result N ame 1 2 3 4 5 Gekko Lizarro Lizor Skale Slitthoor Guanna Clymbor Zyppo

6 Occasionally a Sunseeker and a human mate, which can sometimes, if the 7 weather and solar winds are exactly right, 8 produce hybrid offspring. Such unions are more common in the Solar Kingdoms, simply because of the proximity of the main Sunseeker nesting grounds and the powerful human empire.

Sunseeker Racial Traits


Size and Type Sunseekers are Medium humanoids with the Anthro Subtype. As Medium creatures, Sunseekers receive no bonus or penalty due to their size. Sunseekers are fleet footed, with a base land speed of 40 ft. (Swift, 2 BP) Ability Score Modifiers +2 DEX, +2 CON, -2 INT. Sunseekers are nimble and healthy, with quick reflexes and cast iron constitutions. However, they are too impulsive and hyperactive to be as intellectual as a human. Enhanced Senses Sunseekers possess lowlight vision and have the Scent special quality.

Lands and Relations


The Sunseekers prefer warm savannahs and deserts. The Sunseeker idea of paradise is a sunwarmed rock and a bellyful to digest. They raise simple villages of neat, egg-shaped mud and adobe huts. These villages are small but colorfully painted, with every member of the tribe contributes to the decoration of these dwellings. Sunseekers are close allies of both the Solar Kingdom and the Endaran Empire, and often serve as messengers and intermediary between the two great powers. Depending on exactly which side of the border their village is built upon, any given Sunseeker village is under the protection of one of these two nations.

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Racial Skills The lithe hyper-active Sunseekers receive a +2 racial bonus on Climb checks and a +12 racial bonus on Acrobatics checks. All Around Vision (EX): Sunseekers have eyes set far back on the sides of their head, providing you with excellent peripheral vision and quick reflexes. Sunseekers receive a +4 racial bonus on Perception checks and cannot be flanked. (1 BP) Expert Leaper (EX): Sunseekers are superhumanly excellent acrobats and long jumpers. Sunseekers receive a +10 racial bonus on Acrobatics checks. You may use either your STR or DEX modifier for Acrobatics checks, whichever is higher. When making a long jump you are not required to make a running start; however, if you receive at least a 20 ft running start, you receive a +10 circumstance bonus on the Acrobatics check. Your leaping distance is not limited by your height. (1 BP) Grappling Tongue (EX): Sunseekers have a sticky, prehensile tongue that can be used as a primary natural attack with 15 ft reach. The Sunseeker can threaten adjacent squares with its tongue by taking shorter swings. The tongue does no damage on a successful hit, but can be used to grab. The Sunseeker does not receive the grappled condition when using its tongue in this manner. The tongue has AC 10 and 5 HP. If severed, the Sunseeker cannot speak or cast spells requiring verbal components. A severed tongue regrows fully in 2d6 days. (1 BP) Invigorating Weather (EX): Sunseekers are energized by hot weather. They become jumpy, active and hyper-energetic when the temperatures rise. Sunseekers receive a +4 enhancement bonus to their DEX Score in areas where the temperature is above 80 degrees F. (1 BP)

Vulnerable to Cold (EX): Sunseekers cannot internally regulate their body temperature and can easily succumb to hypothermia. Sunseekers gain Vulnerability to Cold damage. (+2 BP)

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Appendix: Endaran Heroes!


Consider the following a preview, and character creation advice to incorporate the standard races of fantasy into an Endara campaign. Many of the concepts only hinted at here will be fully explored in the upcoming Masters of Endara campaign setting, which is (tentatively) scheduled for release sometime in 2013. -Chris A. Field, November 2012

compatible third party product, either from myself or other publishers, it has a place on Endara. There are great Dwarven cities in the Endaran mountains, pleasant Halfling parishes in the low, rolling hills of Ghiles. There are brave Elven archeologists and Half Elven rogues striking out from New Sulan on epic quests, courageous Half Orc barbarians raiding and pillaging across the Vall Lowlands, and otherworldly Gnomes crossing the planes to settle in great cities like Schendenwatt. Of course, these demi-humans might not look much like their counterparts on other worlds. The alternate racial traits found below allow you to build characters that fit perfectly into Endaras techno-magical style. Many of these racial traits may be selected by more than one race.

Alternate Racial Traits for the Core Races


If it exists anywhere in a Pathfinder Roleplaying Game product, or any Pathfinder-

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strong. Orcs are to Tuskers as Neanderthals are to the men of Endara.

Appearance
Tuskers resemble the Half Orcs found on many other world. They are hulking, muscular humanoids who usually approach seven feet tall, and weigh near to 300 lbs. The race earns its name from the boar-like tusks that protrude from their lower jaw. Wealthy Tuskers inlay their ivory tusks with gold, Mithral or precious stones. Skin color varies wildly among different Tusker tribes. Most Tuskers inhabiting the Lowlands have skin that is some shade of green, brown or blue. As a result of years of crossmating with Vall-ling humans, many barbaric human tribes also possess azure skin. Blue skinned humans are treated with great respect by Vall-lings, for their imagined warrior prowess, and blue skinned Tuskers are afforded even greater authority. Tribal leaders are usually blue, which darkens to a midnight black as the warrior ages. Terra Mortician Tuskers have dry, cracked hides in shades of green, violet and crimson. Their tusks tend to be larger and more jagged, designed for ripping and tearing into flesh.

Half Orcs Are a Separate Species, Called Tuskers


Half Orcs do not exist, as such, on the world of Endara. Instead the species known as Half Orcs elsewhere in the infinite universe is exists as a true-breeding race known as the Tuskers. Tuskers tribes are found across Endara, often living in close proximity to humans. Tuskers and humans are interfertile, and the children of such unions are, at least in game terms, identical to full blood Humans or Tuskers, though they may bear some cosmetic traces of their hybrid parentage. Orcs are only distantly related to Tuskers, and these primitive behemoths cannot breed successfully with Humans. Orcs are a debased, primitive breed of Tusker: ancient, malicious and

Tusker History and Lands


The Tusker race emigrated from Terra Mortis thousands of years ago, sailing their crude long ships. They settled in the Great Delta, before moving into the Lowlands proper. Today, they thrive as raiders, mercenaries, while more peaceful members of their species earn their living as farmers, ranchers or weaponsmiths. Among the Vall-lings, Tuskers have a reputation for military craftsmanship equal to that of any Dwarf of Solar-man. Those Tuskers left behind on Terra Mortis have devolved into savagery, and practice cannibalism and ritual murder. These sullen, dullwitted monstrosities form the backbone of the Half Faced Pythons legions.

Orc Blood (EX): This traditional Half Orc racial trait is not present in an Endaran campaign. Tuskers simply are not Orcs. Orc Ferocity (EX): This traditional Half Orc racial trait is simply referred to as Ferocity in an Endaran campaign. Weapon Familiarity (EX): Tuskers are proficient with great axes and falchions. They are also proficient in the following Endaran weapons: Dragon Blaster.

cast the chosen spell as a first level caster three times per day as a spell-like ability. Once the specific detection spell is chosen, it cannot be changed. Replaces: Bonus Feat Jeweled Heart (SU) Available To: Humans, Elves, Half-Elves. Patron Deity: The Jewel You are a true romantic, blessed with a caring and concerned soul by The Jewel. A perfectly formed jeweled heart beats just above your breast bone, in time with the beat of your one true love. Until you meet and recognize your true love (which can be a PC or NPC of virtually any species and either gender), your jeweled heart remains dark. Once you meet your true love, the heart begins to glow faintly. Your jeweled heart provides you with a continual status effect upon your beloved. If your beloved is killed, or the relationship ends, this traits benefit temporarily deactivates. If you find a new true love, this trait reactivates after you gain your next character level. Replaces: Keen Senses (Elf), Keen Senses (Half Elf), Skilled (Human) Jolly (EX) Available To: Dwarves You come from a prosperous Dwarven clan that relishes life, enjoys its work, and is renowned for its good nature. You receive a +2 racial bonus Diplomacy check and a +2 bonus on Profession checks. Such good natured Dwarves are especially common in Central Endara and as trader-folk in Mallards Landing. Replaces: Greed Machine Master (EX) Available To: Dwarves You are a slender, thin-bearded Dwarf of a bloodline known for its mastery of ancient technology and magic- often the same thing. Such high-tech Dwarves are often found as citizens of the Solar Kingdom, working alongside Solar

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Variant Endaran Racial Traits


Curiosity (SU) Available To: Gnomes, Halflings A few small folk seem to have fortune on their side, or else the Jewel takes time to personally protect them. Either way, they are protected by a combination of dumb luck and even more dumb luck. Each time the character fails a skill check or saving throw that would result in their immediate death or destruction, the character may roll twice and take the better result. The danger must have been caused by the characters curiosity: rushing to open a possibly trapped door, taste-testing an unknown potion, or something similarly foolhardy. Replaces: Obsessive (gnome), Sure Footed (Halfling) Duchari Senses (SP) Available To: Humans Restriction: Origin (Ducharr) Ducharri are naturally curious. Science, archeology, investigation and treasure hunting runs in their blood. The Ducharri are a people justly famed for their precognitive gifts. Choose one of the following spells: detect alignment, detect magic, detect poison, detect secret doors or detect snares & pits. Ducharri can

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technologists, or among as highly respected sciencepriests in the free city of Ducharr. You receive a +2 racial bonus on Craft (tech) and Use Magic Device checks. At 10th level, this bonus increases to +3. These skills are always considered class skills. Replaces: Stonecutting Monster-Meks Strength (EX) Available To: Humans, Dwarves, Tuskers You were born with a symbiotic monstermek infection that has given you phenomenal strength. Your arms and shoulders are sheathed in jointed organic steel that clicks and hisses with hydraulic musculature buried just under your skin. This metal is a living part of your body. Your lifting and dragging limits (but not your carrying limits) are double those ordinarily possible for a creature of your size and Strength score. Your incredible strength provides you with a +1 racial bonus on melee damage rolls. Replaces: Defensive Training (Dwarf), Ferocity (Tusker), Bonus Feat (Human)

Favored Major Racial Traits for Endaran Humans


Adamant Laced, Adrenal Surge, Attribute Excellence (STR), Breath Weapon, Burrower, Chameleon Skin, Constrict, Darts, Defensive Stench, Ferocity, Flexibility, Lionheart, Multiple Arms, Natural Armor, Pincers, Powerful Build, Powerful Kick, Size: Large, Spinnarettes, Voltaic Skin, Winged Flight Replaces: Bonus Feat Noble Savage (EX) Available To: Tuskers, Human (Origin: Vall Lowlands or Dark Sea only) Your primitive mind is pure, untouched by so-called civilized ideas like bigotry, jealousy, greed or betrayal. Once per day, these primitive characters may re-roll any failed Diplomacy or Perform skill check. The decision to re-roll must be made immediately and the second roll is binding, whatever its result. Replaces: Ferocity (Tusker), Skilled (Human)

Polluted Blood (EX) Available To: Human, Tusker, Halfling. Origin: Martyns. Monstrous Human (EX) Long ago, your ancestry was stained with Available To: Humans the blood of some invading monster from the prison Requires the use of Fursona: The Definitive continent of Terra Mortis. Your features are strangeGuide to Creating Anthropomorphic Characters you have yellow eyes with a cat-like pupil, odd sourcebook (Otherverse Games, 2011) colored or unusually hairy skin, or perhaps your feet end in tripartite talons. Millennia of techno-magical experimentation, You are treated as being both a member of warfare, interbreeding with a variety of outsiders, your base race and a member of any two of the monsters and space-demons, and unchecked following races for any effect related to race. Once evolution has left the shape of Endaran mankind this choice is made, it cannot be changed. unstable. You are one of the many strange hybrid Anthro, Goblin, Gnoll, Kobold, Orc, Troll, creatures that lives, works and adventures in Tusker. Endara. Replaces: None (Human), None (Half Orc), None (Halfling) You receive three (3) build points with which to purchase major and minor racial traits. You are Pride and Finery (SU) considered both a human and a creature with the Available To: Human, Elf, Half-Elf, Halfling. Origin: Anthro subtype for effects related to race. If you Ghiles wish, you can select disadvantages to increase your As any proud citizen of Ghiles should be, build point budget. you are a vain, impeccably attired being. Your innate magic always clothes you in finery, even if this is only

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a transitory finery. Any non-magical clothing worn by the character takes on the appearance and texture of a nobles outfit (minus jewelry). The clothing reverts to its true state as soon as it is removed from your body. This ability doesnt affect the clothings insulating properties, nor its armor bonus or other combat statistics. It simply makes the clothing appear more finely made and much more expensive. Replaces: Skilled (human), Keen Senses (Elf), Keen Senses (Half Elf), Keen Senses (Halfling)

Ravens Step (SP) Available To: Humans. Patron Deity: The Raven. You are a high-born Ravennan, and your birth was attended by a flock of ravens. Your skin is pale as winter snow, and your hair black as a ravens feather. As a chosen child of The Raven, you have no fear of death by falling. You are treated as being under a constant featherfall effect. Replaces: Bonus Feat Ravens Tongue (SP) Available To: Humans. Patron Deity: The Raven. You know the secret language of birds, and a frill of ink black feathers along your neckline is

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testament to your blessed heritage. Five times per day, the character may use Speak With Animals (limited to birds or other flying creatures) as a spelllike ability. Caster level is equal to the characters total level. Replaces: Bonus Feat Serpent-Blessed (EX) Available To: Humans, Half-Elves. Origin: The Serpis Kingdom. You were born with a golden birthmark resembling a coiled cobra, marking you as favored by The Cobra. Your skin has a faint golden cast, and if the light hits you at just the right angle, your fine scales seem to glisten. You receive a +2 racial bonus on Handle Animal checks made concerning all forms of serpents, and become immune to poison produced by natural, reptilian creatures, though not to other forms of poison. Replaces: Keen Senses (Half-Elf), Skilled (Human) Sidekick (EX) Available To: Gnome, Halfling Some small-folk work at their best when working with a larger, more confident companion. These characters receive a +1 racial bonus to skill checks made with their class skills when adjacent to an ally. Replaces: Obsessive (gnome), Sure Footed (Halfling) Vlaki (EX) Available To: Human. Origin: The Dark Sea Region. The grey-skinned, somber Vlak have lived upon the shores of the Dark Sea for centuries, living as their ancestors have. Hearty and able to survive extremes of cold and hunger undreamt of by men from warmer Endaran climes, these courageous souls sometime venture south in search of adventure and glory. As a Vlaki, you receive lowlight vision. Your thick grey skin is adapted to the arctic cold of

the Dark Sea region. You receive a +8 racial bonus on FORT Saves made to resist cold weather, and gain Cold Resistance 1. You receive a +2 racial bonus on Survival checks made in arctic climates. Replaces: Bonus Feat Wind Runner (EX) Available To: Tusker, Human (Origin: Vall Lowlands only), Elves You come from a tribe known for your fleetness of foot and marked by pale blue skin and a slender, runners physique. You add +5 ft to your base landspeed. Replaces: Ferocity (Tusker), Bonus Feat (human), Elven Immunities (Elf) Wishing Gnome (SP) Available To: Gnome Requires: CHA 11+ You can grant wishes like a genie, though without quite as much power behind your innate spells. Once per day each, the Wishing Gnome can cast any one of the spells as a first level sorcerer: comprehend languages, magic weapon, unseen servant, true strike. The Wishing Gnome can never cast these spells to benefit itself. The Wishing Gnome can only cast one of these spells when specifically asked to do so by an allied creature. Replaces: Gnome Magic

The Talents of Endaran Heroes


Endaran Heroes are a diverse lot, each with their own special skills to bring to the endless quest for honor and glory. The new traits described here let you customize your hero even more. Each trait is roughly as powerful as half a feat, a little less powerful overall, or only useful in certain situations. Players can each select two feats at character creation, which must be chosen from different categories. As Endara is steeped in magic, many of these new talents offer obvious supernatural

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abilities, while ordinary feats usually are limited to extraordinary abilities, the result of training or drive. These Endara-specific starting talents join the roster of available talents described in the PFRPG Advanced Players Guide. A few of these talents have prerequisites that must be met. You must meet any prerequisites listed (such as gender, ability score minimums, or ranks in a particular skill) to choose that talent. Always Outnumbered, Never Afraid (EX) Type: Combat Restricted: Origin: Martyns Your ancestors have battled the incursion of Boiling Sea raiders and Terra Mortician horrors for generations. You have no fear of facing down whole armies. You receive a +1 dodge bonus to Armor Class any time you are outnumbered at least three to one.

Amnite Beast Tamer (EX) Type: Regional. Restricted: Origin: The Wheatlands of Amn. You grew up in on an Amnite farm, learning to trust in the mighty draft horses that pulled your plows and hauled your grain to market. You use STR as the key ability for both Handle Animal and Ride checks. Amnite Barleyfolk (EX) Type: Regional Restricted: Origin: The Wheatlands of Amn. Youre barleyfolk one of the ruddyskinned, strong hearted people of the soil, who work the endless fields that give the Wheatlands their name. You receive a +1 trait bonus on Profession (farmer) and Profession (brewer) checks, and a +1 trait bonus on Knowledge (nature) checks.

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Blaster Master (SU) Type: Combat You were born to hold a blaster in your hands! A smooth, faceted glowing crystal is visible on the back of each hand, similar to the EternoCrystals that power blaster pistols. Once per day, you can touch a blaster pistol or blaster rifle with no shots per day remaining and re-charge it with four (4) shots. Using this ability to recharge a weapon in hand is a free action. Cobra Friend (EX) Type: Regional Restricted: Origin: Serpis Kingdoms You have little fear of the majestic serpents that share your jungle homeland. You receive a +3 trait bonus on Handle Animal checks made against snakes and snake-like reptiles, and a +3 trait bonus on FORT saves specifically made against cobra venom. Dimwitted but Mighty (EX) Type: Combat Ability: at least a -1 penalty in either INT or WIS You arent exactly brilliant, but you are as strong as an ox. If you have a penalty to either your INT or WIS scores, once per day, you may add that penalty as a luck bonus on any STR check, STR-based skill check or melee attack roll. You must declare the use of this talent prior to making the roll. Endaran Academy Graduate (EX) Type: Social Restricted: Lawful characters, Origin: Alldura or Amns Spear Regions only You learned the intricacies of command early in life, as a young officer candidate for the Endaran Legion, at one of their Academies either in the capitol city of Alldura or a slightly less prestigious academy somewhere on the Spear. If you select the Leadership feat later in your career, you receive a +2 trait bonus on your Leadership score. You may choose this feat as a 3rd level character.

Endaran Fire Brigade (SP) Type: Magic Restricted: Lawful characters, Origin: any Endaran or Solar Kingdom You learned firefighting and heroism at a fire academy somewhere at a major Endaran city or an Endaran military outpost. Your training allows you to carry the distinctive elephant-skull badge of an

Endaran fire fighter, as well as teaching you some magical tricks to battle blazes. You gain Fire Resistance 1, and in addition, once per day, you can cast Create Water as a cleric of your total character level. Flying Familiar (EX) Type: Magic Restricted: characters with the familiar class ability Your familiar grows colorful wings, no matter how strange that looks on a creature of its type. Your familiar gains a Flight speed equal to 1.5 times its base land speed, and receives a +4 racial bonus on Fly checks. If your familiar already has a Flight speed, it increases by +20 ft. If your original familiar is lost or slain, any replacement familiar you choose also grows wings after 3-4 days in your company. Mallards Eye (EX) Type: Regional. Origin: Mallards Landing Skill: Appraise 1 rank, Profession (merchant, jeweler, appraiser or similar) 1 rank One of your eyes is a striking green and gold, which folk in the free city of Mallards Landing take as a sign youll grow up to be a master trader. Once per day, after examining any item for at least one minute, you learn the exact material value of that item. Mutated Creature (EX) Requires the use of Fursona: The Definitive Guide to Creating Anthropomorphic Characters sourcebook (Otherverse Games, 2011) Type: Racial You have a trace of the animal about you, giving you a minor talent that often comes in handy. You gain one () Build Point, with which to purchase Minor Racial traits. If you are from one of the following regions where beast-folk are especially common, you may select a discounted Major Racial trait as if you were a member of the listed order. You gain the Anthro subtype. Ravenna: Aves Major or Aves Melodia (Gnomes and Halflings only)

Serpis: Reptilia or Orphidia New Sulan: Felis Major Martyns: Ursinis or Simian Major Prehensile Toes (EX) Type: Racial You were born with a beneficial mutation that makes your large, flat feet nearly as dexterous as your hands. You receive a +4 racial bonus on climb checks, and may use your feet to perform skill checks, albeit at a -4 penalty due to your lack of manual dexterity. Scaled Perfection (SU) Type: Magic Restricted: CHA 13+, Origin: Serpis Kingdom Your serpentine heritage marks your body, making you extraordinarily beautiful by the stands of your Cobra-worshipping people. Your skin is covered with smooth gleaming scales that glisten like hammered gold. Select any two spells or spell-like abilities from either the Transmutation or Enchantment school. You cast these spells at +2 caster level. You can reassign which spells are affected by this trait each time you gain a new character level. Sulanni Wind Messenger (SP) Type: Magic Restricted: Elves, Half Elves. Origin: Sulan or New Sulan. You know the secrets of the wind, and the secrets taught the Elves by The Wind itself. You are trained in the ancient art of mystical communication that has kept the widely separated Elven nation cohesive and unified. Once per day, you can use Whispering Wind as a spell-like ability. Your caster level is equal to your total character level. Superior Pet (SU) Type: Magic Restricted: characters with the familiar class ability Your familiar is an exceptionally clever and healthy example of the breed. For the purpose of

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determining your familiars abilities, you are treated as being +2 levels higher than you really are. Tech Lore (EX) Type: Regional The secrets of Endaras ancient relics and fallen cities has been entrusted to you, at least in part. You are extremely familiar with tech: you receive a +1 trait bonus on Craft (tech) and Knowledge (either history or dungeoneering) checks. Craft (tech) is always a class skill for you.
Verdigris Skin (EX) Type: Regional (any jungle, warm marsh or forest) Your skin responds to the fecund call of your jungle home. A day after entering any jungle, (or warm marsh or forest), a blotchy, dark green stain spreads across your skin. This provides you with a +2 trait bonus on Stealth checks in a jungle environments. This natural camouflage fades 1d4 days after you leave the jungle. Warriors Luck (EX) Type: Combat Restricted: Base Attack Bonus +1 Youve been trained in defensive combat tactics to keep you alive and fighting against evil. Once per day, you can declare that up to five (5)

points of damage from a successful attack is non-lethal damage instead. You may declare the use of this ability after damage is rolled. Wary in Love (EX) Type: Social Restricted: Origin: Ghiles The men and women of Ghiles are known for their romantic hearts and their passionate affairs. Your familiarity with the ways of romance and courtly intrigue provides you with a +2 trait bonus on WILL Saves made to resist enchantment or illusion spells cast by members of the gender you are attracted to.

Appendix II: Heroes of Endara


While any breed of hero can come from any land, but the following chart shows the most common character classes found across the Endaran Continent, based on region of origin. If youre building a new character or major NPC, you might want to start here, at least when it comes to choosing a profession. Though it really doesnt matter much to a random die roll, the character classes for a region are listed in order of commonality, from 1st to 6th most common in the region.

Region Amn Amn's Spear Ducharr Ghiles Mallard's Landing Martyns N ew Sulan Ravanna Serpis The Solar K ingdom The V all Lowlands V'lak

1 Fighter Paladin Alchemist Bard Rogue C avalier Fighter O racle Rogue Monk Barbarian Ranger

2 Barbarian Wizard C leric Rogue Alchemist Witch Rogue C leric Monk Paladin Ranger Druid

3 Paladin Bard Summoner C avalier Wizard Druid Alchemist Paladin Sorcerer C leric Druid O racle

4 Ranger Monk Sorcerer Witch Sorcerer Fighter Monk Inquisitor C leric Wizard O racle Wizard

5 C leric Rogue Monk O racle Fighter Rogue C avalier Wizard Fighter Alchemist Sorcerer C leric

6 Summoner Fighter O racle Monk Summoner Summoner Sorcerer Witch Bard Rogue Fighter Monk

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