dungeons&dragons 3.5 legends & lairs mythic races

Upload: jeratzel

Post on 02-Jun-2018

287 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    1/173

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    2/173

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    3/173

    MYTHIC RACES

    CreditsLINE DEVELOPER

    Greg Benage

    WRITING

    Justin Bacon, Mark Chance, Tod Gelle, Darrell Hardy, Lizard, David Lyons, Mike Mearls, Brian Patterson, PeterSchweighofer

    INTERIOR ILLUSTRATIONS

    Jesper Ejsing, Eric Lofgren, Kieran Yanner

    GRAPHIC DESIGNBrian Schomburg

    COVER DESIGN

    Brian Schomburg

    CONTENT EDITING

    Greg BenageLizard

    COPY EDITING

    Greg BenageCatten Ely

    LAYOUT

    Greg Benage

    PUBLISHER

    Christian T. Petersen

    PRINTING

    Quebecor Printing, Inc.

    Printed in Canada

    FANTASY FLIGHT GAMES2021 W. County Rd. C

    Roseville, MN 55113

    651.639.1905

    www.fantasyflightgames.com

    d20 System and the d20 System logo are Trademarks owned by

    Wizards of the Coast and are used according to the terms of the d20

    System License version 1.0. A copy of this License can be found at

    www.wizards.com.

    Dungeons & Dragons and Wizards of the Coast are Registered

    Trademarks of Wizards of the Coast and are used with permission.

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    4/173

    MYTHIC RACES

    ContentsAALEEAR 5ANAEMA 11

    ANIMEN 17

    ARTATHI 23

    BLICKISH 30

    COIVALDS 36

    THE CURST 42

    ELETI 47FAIRIES 53

    ILLONIS 62

    THE LUMINOUS 67

    MHUINNTIRS 73

    NIOMUS 80

    OOLOI 86

    PEVISHAN 91

    QUISSIANS 97

    REZURBEKS 102

    RHONIANS 108

    RHOODE 115

    RISEN DEMONS 121

    SENDASTI 128

    SIARRANS 134

    SKTAK 140

    STONEGRUNTS 146

    TREMEN 152

    UTHUK Y LLAN 157

    VERMEN 163

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    5/173

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    6/173

    AALEE

    AR

    LEE R

    Gentle and genteel, the aaleear dwell in harmo-ny with nature and natural creatures.Inquisitive by nature, aaleear are often wander-ers, traveling the lands in search of a new plea-sure or rare experience. Above all, the aaleearlove song, and their haunting, powerful lyricsare famous throughout the world.

    But do not be fooled. The aaleear are not paci-fists. War too is an art painted in bloody strokesboth bold and cunning. In their distant past, theaaleear fought a series of terrible battles againstevil humanoids to secure the borders of theirforest kingdom. The memories of these con-flicts are preserved in song, poetry, and art.

    Personality: The aaleear tend toward politeextroversion. They are endlessly curious andhighly creative. Aaleear settlements, thoughseldom sized for visitors, often welcome trav-

    elers nonetheless, assuming these guests mindtheir manners. It would be wrong to say aaleeardo not value wealth, but they are more likely tofavor works of art or antiquities to coins andgems. A profound respect for the catharticpower of art, theater, and music is central toaaleear thought and culture. This leads manyaaleear to be sensitive and expressive. Othersbecome so enamored of the arts they lose touchwith the needs and worries of the real world,becoming aloof and somewhat condescending.

    Physical Description: The aaleear are adiminutive but often plump people standing onaverage only two feet high and weighing 20 to30 pounds. Despite their characteristicallyrounded faces and bellies, aaleear have thinarms and legs, delicate, artistic hands, andlong, narrow feet. Aaleear are almost withoutexception fair skinned and graced with fineyellow or golden hair. Males often have neatlytrimmed beards while the females grow theirhair long and weave it into elaborate braids.Aaleear love fine needlework, and their clothesare often richly embroidered, usually at greatexpense. They are a long-lived people, reach-ing maturity at about age 30 and living threecenturies on average.

    Relations: Aaleear love most of all elves andother sylvan folk who share their passion formusic. Relations are often cordial with

    halflings. Dwarves are looked down upon inmuch the same way the well educated some-times pity the uneducated, for aaleear widelybelieve dwarves cannot appreciate the fine arts.Gnomes, with their penchant for jokes, are usu-ally seen as bothersome while half-orcs arebarely tolerated. Humans who share theaaleears passion for music and nature can findacceptance.

    Alignment: Artistic and mercurial,

    5

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    7/173

    aaleear have a strong inclination toward chaos.They are generally a benevolent people, andmost tend toward good.

    Aaleear Lands: The aaleear build towns atopplatforms anchored to the boughs and trunks ofmighty trees. Platforms are connected bybridges and ladders. The ground around theaaleears trees is often cultivated with variousmushrooms and tubers. Orchards of fruit andnut trees are also common. Aaleear also domes-ticate various types of songbirds, squirrels, rab-bits, as well as other animals valued for theirpelts such as minks or ermine. This diminutive,artistic race trades with merchants and nearbytowns. Aaleear cloth and produce are almostalways of high quality and are in good demand.

    The aaleear in turn acquire weapons, armor,and other worked metal goods.

    As mentioned above, the aaleear live in a cen-tralized forest kingdom. Within the forest areseveral towns with the aaleear capital Nocturneat their center. Government is actually a formof republic combined with a hereditary

    monarch. Each town, including the capital,and major guild elects a representative.

    These aaleear serve as a kind of parliament andas advisors to the king. The small but well-trained aaleear military is also represented inparliament, as are the ranking priests from the

    three major aaleear cults.

    Public festivals are common in aaleear lands.Birthdays are celebrated once monthly as acommunity wide event in which all aaleearborn that month are publicly honored withfood, wine, and song. Funerals are handled in asimilar manner. Every new moon, all the recentdead are remembered with a mournful proces-sion that is followed by a eulogy banquet. Deadare interred in the burial grounds, except for thenobility, who are laid to rest within a mau-soleum carved inside an exceptionally large,

    ancient tree. Weddings are a somewhat moreprivate affair to which the bride and groominvite whom they choose. Typically, however,wedding parties are exuberant affairs with largeaudiences.

    Polygamy is not unknown among the aaleear,but multiple wives are a sign of social status.Only the wealthy or pretentious take more thanone bride. In polygamous households, the first

    A

    ALEEAR

    6

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    8/173

    AALEE

    AR

    wife is usually the matriarch, but this is not arule. A first wife who loses favor with her hus-band may find her position as head of house-hold turned over to a junior wife. The practiceof polygamy is losing some of its attraction,largely due to pressure from the priestesses ofthe Tangled Woman.

    Other races who venture into aaleear lands willlikely find themselves welcome visitors butalso inconvenienced by size. The aaleear are atiny people, and their towns are not built toaccommodate larger races. More prosperousaaleear communities, including Nocturne, havea visitors quarter built at ground level. A visi-tors quarter typically includes an inn, a stable,a small market, and a central park. Often, theamenities in the quarter are managed by non-aaleear.

    Aaleear living in human lands seem invariablyto be artists who work by commission or elseenjoy the patronage of some rich family.Among the best and brightest poets, painters,playwrights, and composers are found aaleearemigrants.

    Religion: The chief deity of the aaleear isLimpang-Lahai, goddess of art and music. Herclerics strive for aesthetic excellence in all oftheir endeavors and are often great patrons ofart and learning. Many aaleear practice devo-tion to the gods and forces of nature as well.

    The Tangled Woman is also an important figurein the aaleear pantheon. She governs nature,animals, and agriculture. The cult of theTangled Woman is matriarchal, and it activelyseeks to better the lot of aaleear females. Thesmallest aaleear religion is devoted to Hollosthe Archer, god of war. The cult of Hollos dom-inates the aaleears military. The three cults aregenerally cooperative with each other, but dis-putes can and do arise, especially between theranking clergy who hold positions in the parlia-ment.

    Deity Alignment DomainsLimpang-Lahai Chaotic good Air, Good,

    KnowledgeTangled Woman Neutral good Animal,

    Nature,Plant

    Hollos the Archer Lawful good Destruction,Law, War

    Language: As would be expected, the aaleear

    have a complicated, musical language.Meanings of words rely as much on inflectionand tone as they do context and pronunciation.Written aaleear is a flowing script that closelyresembles Elven. The sheer quantity of aaleearliterature, poetry, music, and history is trulyprodigious. Books themselves, quite apart fromtheir contents, are works of art. Even a cook-

    book may be filigreed or otherwise decorated.

    Names: All aaleear have a birth name, usuallygiven by the grandmother, as well as a familyname passed through the fathers line. Mostadult aaleear also adopt some sort of descrip-tive nickname, such as Tunesmith orFiredancer.

    Male Names: Cirrin, Tadorfy, Jaredeni.Female Names: Wilamlea, Aladina, Amilea.

    Adventurers: Aaleear adventurers are rare.Those who do travel in search of danger andglory also prize most highly knowledge in allits forms. Many aaleear adventurers wouldapproach the rescue of some work of art orrare book with the same zeal a paladin wouldapproach the rescue of a maiden.

    Aaleear Racial Traits +2 Wisdom, +2 Charisma, 2 Strength:

    Aaleear are a sensitive, likeable people, buttheir size means reduced muscle power.

    Tiny: As Tiny creatures, aaleear gain a +2size bonus to Armor Class, a +2 size bonuson attack rolls, and a +8 bonus on Hidechecks, but they must use smaller weaponsthan humans use, and their lifting and carry-ing limits are one-half of those of Medium-size characters.

    Aaleear base speed is 20 feet.

    Fey: The aaleear are fey creatures, relativesof sprites. This renders them immune to cer-

    tains spells, such as charm person and holdperson.

    Low-light Vision: Aaleear can see twice asfar as a human in starlight, moonlight, torch-light, and other conditions of poor illumina-tion. They retain the ability to distinguishdetail and color under these conditions.

    Proficient with fey bow. All aaleear are

    7

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    9/173

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    10/173

    AALEE

    AR

    Weapon and Armor Proficiency: Anenchanter is proficient with all simpleweapons. Enchanters are proficient with lightarmor, but not shields.

    Guild Membership: All enchanters areexpected to be members in good standing of a

    craft guild. They pay dues and accept certainduties in exchange for certain benefits. Duesare paid monthly in the amount of 15 gp. Aguild members duties include two weeks ser-vice per year in the guildhall. This service typ-ically involves work-for-profit and tutoringjunior members. In addition, the enchantermust accept any special commissions given tohim by senior guild members. An enchanterwho does not pay his dues for more than fourmonths, fails to put in his two weeks service, orrefuses a special commission will find hismembership revoked. It is possible for mem-bership to be reinstated, but this requires theapproval of the senior guild members who arefree to set whatever requirements they desire.An ex-member can progress in level as anenchanter but loses access to bonus feats asdescribed below.

    A member in good standing enjoys certain ben-efits. All guildhalls provide lodging and threemeals a day for members for the modest fee of3 sp per day. The enchanter can avail himself ofthe guilds craft tools free of charge. He can opt

    to use masterwork craft tools for 5 sp per day.Each guildhall also includes a laboratory forcreating minor or medium magic items. Theenchanter can utilize these facilities for 1 gpper day. In all cases, the enchanter must pay hisown materials costs. Free services include aguild board on which notices are postedadvertising such things as special job offers orthe sale of items both mundane and magical.

    Finally, guild members are often available tocast spells for each other as well as non-mem-bers. Guild members can acquire such services

    at one-half normal cost. See the guidelines andcosts for NPC spellcasting (DMG 149).

    Enchant Normal Item: As the enchanter gainslevels, he becomes increasingly more capablein bestowing a single magical effect upon anynormal item. Magical items cannot be enchant-ed. No item can hold more than one enchant-ment at a time. To enchant an item, the charac-ter must hold the item and cast the spell to be

    impressed into it. The spell does not take effectas normal; instead, it becomes imbued in theitem. Only arcane spells can be imbued.

    An enchanter can imbue magical power into alimited number of items per day. The maxi-mum number of items he can enchant in a sin-gle day is equal to his class levels in aaleearenchanter plus his Charisma modifier.Furthermore, an aaleear enchanter cannot havein existence at any given time a number ofenchanted items equal to more than twice hisCharisma modifier plus his enchanter levels.Items retain their enchantments until destroyedor used. For example, Hofala is a 3rd-levelenchanter with a 15 Charisma. He can enchantfive items in a single day. He can have as many

    as seven enchanted items in existence at anygiven time.

    A 1st-level enchanter can only imbue an itemwith a spell whose range is You or Touch.Furthermore, the enchanter himself is the onlyone who can utilize the item.At 3rd level, the enchanter becomes able toimbue spells whose range is You for theuse of other people. For example, theenchanter could imbue a normal ring

    9

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    11/173

    with blinkthat could then be used by anotherperson. Furthermore, the enchanter can imbueranged spells for use by himself alone.

    At 5th level, the enchanter acquires the powerto imbue Touch range spells for the use ofothers. He could, for example, enchant a gaunt-let with shocking grasp for another a memberof his party to use in combat.

    Finally, at 7th level, the enchanter is able to

    imbue any spell he can cast into an item foranyone to use. In all cases, all spell effects aredetermined by the enchanters actual casterlevel, not by his level as an enchanter.

    Enchanted items are activated by a commandword chosen by the enchanter at the time heimbued the item with magic. Activating anenchanted item is a standard action that doesnot provoke an attack of opportunity. Once aspell has been expended from an item, the itemloses its enchantment.

    Bonus Feats: At the levels indicated in thetable below, an enchanter receives a bonus feat.This feat must be chosen from the followinglist: Combat Casting, Spell Focus, SpellMastery, Spell Penetration, any item creationfeat, or any metamagic feat. In all cases, theenchanter must meet applicable prerequisites.

    Recognize Enchantments: Enchanters havean intuitive understanding of magicaldweomers that is honed by careful practice. Hecan use Spellcraft to identify a glyph of ward-ingor asymbolwithout using read magic. Forother Spellcraft uses, the aaleear enchanterenjoys a +2 competence bonus.

    Resist Magic: As an enchanter increases inlevel, he is better able to resist the effects ofharmful magic. His resistance bonus to savesagainst magic is shown on the class table.

    A

    ALEEAR

    10

    The Aaleear Enchanter

    Class Base Fort Ref Will ResistLevel Attack Bonus Save Save Save Magic Special1 +0 +0 +0 +2 +1 Bonus feat2 +1 +0 +0 +3 +1

    3 +1 +1 +1 +3 +24 +2 +1 +1 +4 +2 Bonus feat5 +2 +1 +1 +4 +36 +3 +2 +2 +5 +37 +3 +2 +2 +5 +4 Bonus feat9 +4 +2 +2 +6 +410 +4 +3 +3 +6 +5

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    12/173

    ANAEM

    A

    N EM

    Though they appear human, the anaema are aninsubstantial race of humanoids living in aworld they cannot completely touch. Anaemaseem a somber people, focused on their livesand carrying on in spite of difficulties. Theymake homes for themselves within humansocieties, where these determined people buildenclaves for their own kind. Though theirneighbors may find them strange, the forthrightanaema work to earn the trust of those uponwhom they depend.

    Many sages believe the anaema were broughtfrom ethereal or astral homes. Who might havebrought them and why are questions that havenever been suitably answered, but their clearlyunearthly nature leads many to suspect that theanaema come from an entirely different realm.Others surmise that the anaema are the rem-nants of a human nation, city, or perhaps fami-

    ly that was cursed or enchanted long ago. Thesimilarities in appearance between anaema andnormal humans are notable. The fact that someenchantments can easily bridge the gapbetween human and anaema could supporteither theory. The anaema do not know anymore of their origins than do human sages.

    Personality: Anaema are focused, determined,and pragmatic. They value what they have byhow they use it. Gold and silver, gems, and

    other forms of wealth are only useful to them inhow it contributes to their liveswith the pur-chase of supplies and equipment. Anaemaentertain themselves with music and tales, usu-ally melancholy songs and tragic stories.

    Anaema dislike waste. They lay careful plansand organize themselves efficiently to avoidwasted effort or supplies. They are meticulousin caring for their belongings and prefer to haveold heirlooms and well-maintained equipmentover anything new. However, they also exam-ine anything they find to determine how itmight be of use to them. Their determinedavoidance of waste sometimes leads others tobelieve they are greedy.

    The often-dour demeanor of the anaema stemsfrom the focus required of them. It is a contin-uing effort for anaema to touch and interact

    with corporeal objects. When their concentra-tion slips, physical objects can fall throughtheir not quite incorporeal forms. Though suchmishaps cannot kill them, it is nonethelesspainful. Similarly, corporeal weapons are notlethal to anaema, but they are painful and cancause harm. Regardless of their partly etherealstate, anaema need to eat, drink, and sleep asmuch as a human does. However, consum-ing normal human food and drinksrequires concentration and effort.

    11

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    13/173

    Physical Description: Anaema appearcompletely human. They stand betweenfive and six feet tall and weigh 120 to 200pounds. Anaeman men are a little taller anda bit heavier than women. However, anae-ma exist in a partly incorporeal state. Wheninteracting with entirely corporeal objectsor creatures, their weight is slightly less

    than one-tenth its actual value. Anaemahave skin color ranging from as pale asalabaster to lightly tanned. Their hair isbrown, blonde, or light brown, and bothmen and women tend to keep their hair cutshort. Their eyes are usually brown, butmight also be blue, green, or gray. Anaemadress simply. Their plainly cut clothes andlack of ornamentation are a reflection ofpragmatic beliefs.

    Like humans, anaema reach adulthood at15 and live less than 100 years.

    Relations: Anaema share solid workingrelationships with humans, particularly inlarger cities where the greater diversityleads to less prejudice against the only part-ly corporeal anaema. The anaema feel nokinship for gnomes, halflings, or elvespartly because the flighty or carefree man-ner of these races is a sometimes-painfulreminder of a life the anaema themselvescannot have. Anaema tolerate dwarves andhalf-orcs as well as humans, though they

    prefer the company of the more reliabledwarves.

    Human reactions to anaema depend on thesociety. Most humans find the spirit mendisturbing, distant, and bitter. Thosehumans accustomed to anaema personali-ties see the same flaws but tend to be moreforgiving. Dwarven reactions to anaema area little better, perhaps because of their owndour personalities. Half-orcs seldom seemto care. Elves consider the anaema to havean insufferable lack of patience and usually

    try to avoid them. Gnomes and halflingsprefer to ignore the anaema, whom they seeas having no sense of humor or drive tochange.

    Alignment: Anaema show distinctive law-ful tendencies. Chaotic, haphazard behavioronly brings waste and loss, which they can-not abide. Too pragmatic to be truly good-natured, anaema are neither selfish nor

    A

    NAEMA

    12

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    14/173

    ANAEM

    A

    greedy and show no fondness for evilmostfall somewhere between the two.

    Anaema Lands: Anaema do not hold nationsthemselves. Rather, they form communities oftheir own within human kingdoms. Because ananaema on his own is more susceptible to thedifficulties of the corporeal world, these people

    strive to stay together. The communities theyform are designed to meet their specific needs.Anaema raise all the food they can, make theirown clothes, and buy tools from anaema black-smiths. Despite the efforts and precautions,anaema cannot rely on what they make forthemselves. Anaema communities are invari-ably built within or near human cities and theanaema make every effort to maintain friendlyrelations with those around them. Without thetrade and mercantile interests of human lands,anaema would be hard pressed to survive.

    Anaema have learned that by magic or by forceof will they can interact normally with themundane world. Anaema sorcerers developedthe skills necessary to bridge the gap betweentheir people and the humans around them. Theylearned to craft spirit tools, mundane objectsenhanced by subtle magic so that anaema caninteract normally with them. Though thismethod does allow anaema to use otherwisemundane objects easily, the time and energyexpended in crafting these tools result in goodsthat are often significantly more expensive.

    Tiny (or smaller) goods and weapons as well assmall shields cost an additional 25 gp. Smallitems and weapons, large shields, and lightarmor cost an extra 50 gp. The cost for medi-um-size items and weapons, tower shields, andmedium armor is increased by 75 gp. Largeitems and weapons and heavy armor cost anadditional 100 gp. Anaema can use normalhuman goods, but they will have some difficul-ty. Magical items of any kind present no prob-lems. Anaema can easily wear magic armor andmay just as easily be killed by a magic sword.

    Religion: Anaema follow human gods, usuallythose of law, justice, and craftsmanship. Theytake grim satisfaction in feelings of justice andretribution, as many anaema feel they havebeen wrongly cursed or tormented. The com-mon opinion is that they were changed fromnormal humans to their current state by themachinations of a powerful wizard or a divinecurse.Though many anaema have striven for a way to

    reverse their condition, none have succeeded.Some believe that magic cannot change themand that their insubstantial state is a punish-ment for some ancient wrong. Those whobelieve in this view try to teach their kin toaccept their fate and avoid the unwarrantedpride that may have caused their downfall.

    Language: The Anaeman language seems tobe a variant of Common. Anaeman uses thesame alphabet as Common, and the two lan-guages often sound quite similar. Whether thisis indicative that Anaeman developed fromCommon or that the anaema have adapted theirlanguage is unclear. The anaema rarely usetheir native language, preferring to useCommon exclusively.

    Names: Anaema model themselves afterhuman society. They are more concerned withfitting in with their neighbors than with pre-serving a history or culture of their own. As aresult, they use human names matching theregion or society near them.

    Adventurers: Adventurers among the anaemaare rare. There is a strong sentiment amongtheir people that each should do his duty andfulfill his place. They have little respect forthose who try to go their own way, believingthat such irreverent independence only leads todisaster. Because of this feeling, anaemaadventurers are most likely those who failed to

    fit in with their own people. Lone anaema areoften courageous and determined, leaving theirhome and family in an effort to forge their ownpath and perhaps discover some way to breakthe curse that lingers over their heads.

    Anaema do have other reasons to adventure.Rather than breaking free of anaeman society,some stalwart adventurers set out in an effort tohelp or free their people by seeking out power-ful magics. It is common knowledge among theanaema that magic affects their people as easi-ly as it does normal men. This has led many to

    believe that suitably powerful ancient magicscould break their curse and change their peo-ple. Such adventurers often have the blessing,if not the confidence, of their kin.

    13

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    15/173

    Anaema Racial Traits +2 Constitution: Anaema are a hardy race,

    having endured significant trials.

    Medium-size: As Medium-size creatures,anaema have no special bonuses or penalties

    due to their size.

    Anaeman base speed is 30 feet.

    Insubstantial: Damage from non-magicalsources is considered subdual damage.Anaema are immune to non-magical poisons,which cannot properly interact with theirbodies. Weapons and poisons from an ethere-al source have their full normal effects.Anaema cannot pass through solid objects asincorporeal creatures can. An anaemas bodyflows around corporeal attacks, but they can-

    not move through openings any smaller thana normal human could.

    Spirit Tools: Anaema-made equipment hasfull normal effect for both anaema and cor-poreal creatures but not for wholly incorpore-al creatures (such as ghosts).

    Concentration Required: Anaema must main-tain focus to interact with purely corporealobjects. To pick up or use a corporeal objector to interact with a corporeal creature, anae-ma must make a Concentration check (DC15). For continued interaction, they mustmake this check every 10 minutes. As long asanaema are not rushed or threatened they

    may take 10 or take 20 on these checks nor-mally.

    Continual interaction reduces the anaema toone partial action per round unless he suc-ceeds at a Concentration check (DC 15) eachround. If he chooses to make this check eachround (and take advantage of his normal stan-dard actions), he may not take 10 or take 20on these rolls.

    If the Concentration check fails, corporealitems being carried are dropped. Corporealobjects worn, such as armor or jewelry, fallthrough the anaemas body, causing signifi-cant pain. Small worn items (rings, amulets,or belts) cause only 1 point of subdual dam-age. Larger worn equipment, such as armor,causes 1d6 points of subdual damage.

    Weakness: When successfullyinteracting with wholly corporealobjects or creatures, an anaemasStrength is effectively 6 points lower(minimum of 1). Anaema lack fully

    corporeal bodies and are unable touse their full strength with corporealobjects. When using magic weaponsor anaema-made objects and equip-ment, they may use their fullstrength.

    Automatic Languages: Commonand Anaeman. Bonus Languages:Any (other than secret languages,such as Druidic). Anaema liveamong human society and may learnthe same range of languages that

    humans know.

    Favored Class: Sorcerer. A multi-class anaemas sorcerer class doesnot count when determiningwhether he suffers an XP penalty formulticlassing.

    Level Equivalent: Class levels +3.

    A

    NAEMA

    14

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    16/173

    ANAEM

    A

    Anaeman CrafterWell respected among their people, the anae-man crafters are renowned as diligent sorcer-ers, wizards, and priests. They help their peo-pleand themselvesby constructing and

    enchanting magic items that can help easethe day-to-day lives of the anaema. Theirwork is difficult and often dangerous, fortheir never-ending quest to supply their peo-ple with magical power leads the crafters notonly to their temples and laboratories butalso to ancient ruins and lost dungeons.

    Sorcerers are common among the anaemaand often work to become crafters. Clericsand wizards also become crafters, thoughthere are few anaema with those skills. Bardsare rare among these solemn people.

    NPC crafters spend a great deal of timeworking on their creations. They regularly goon adventures to gather the resources theyneed as well as to continue their ongoingsearch for useful magic. Though they focuson the magical needs of their communities,they also seek out other goods that mighthelp them and their kin survive and prosper.

    Hit Dice: d6.

    RequirementsTo qualify to become an anaeman crafter, acharacter must fulfill all the following criteria.

    Race: Anaema.Concentration: 5 ranks.Two Craft Skills (any type): 8 ranks in each.

    Knowledge (arcana): 5 ranks.Spellcraft: 5 ranks.Feats: Craft Anaema Tool.

    Class Skills

    The anaeman crafters class skills (and the keyability for each skill) are Alchemy (Int),Concentration (Con), Craft (Int), Knowledge(all skills, taken individually) (Int), Profession(Wis), Scry (Int, exclusive skill), and Spellcraft(Int).

    Skill Points at each Level: 2 + Int modifier.

    Class Features

    All of the following are class features of theanaeman crafter prestige class.

    Weapon and Armor Proficiency: A craftergains no armor or weapon proficiencies.

    15

    Craft Anaema Tool [ItemCreation]

    The anaema has learned to create spirittools with which anaema and humansmay each interact normally.

    Prerequisite: Spellcaster level 1st+.

    Benefit: The character may create quasi-magical tools, weapons, armor, and itemsof equipment that can interact with bothanaema and humans. This process takes 1day per item (or set of smaller relateditems). Tiny weapons and goods or smallshields cost 10 gp and 5 XP. Small itemsand weapons, large shields, and lightarmor cost 20 gp and 10 XP. Medium-size

    goods and weapons, tower shields, andmedium armor cost 30 gp and 15 XP.Large items and weapons or heavy armorcost 40 gp and 20 XP.

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    17/173

    Craft Focus: At 1st level, an anaeman craftermay select an item creation feat he knows. Allgp and XP costs for crafting magic items of thattype are reduced by one-fourth. At 7th level, hemay select an additional item creation feat toreceive the same reduction in costs.

    Bonus Feats: Throughout his career, an anae-man crafter studies a variety of crafting tech-niques. At 2nd, 6th, and 10th levels, an anae-man crafter gains a bonus item creation feat. Ifhe already knows all item creation feats avail-able to his highest spellcasting level, he mayselect a metamagic feat, Spell Focus, SpellPenetration, or Spell Mastery (only if he also

    has wizard class levels).

    Shroud Object: Once per day, an anaemancrafter of 3rd level or higher may shroud a non-magical object so that it acts as if it wereenchanted with the Craft Anaema Tool feat.Anaema can interact freely with the objectwithout Concentration checks. The effect lasts10 minutes per class level in anaeman crafter.Shroud object is a spell-like ability.

    Incorporeal Understanding: Upon reaching5th level, the anaeman crafters study of magic

    and the insubstantiality of his people allowshim to utilize some of the defensive ability oftrue incorporeal creatures. The character mayapply his Charisma modifier (minimum +1regardless of Charisma) as a deflection bonusto AC. This deflection bonus does not stackwith any other deflection bonuses, such asthose gained from shield of faith or a ring ofprotection.

    Shroud Creature: At 8th level, an anaemancrafter may shroud another creature. Thischanges the creature to an insubstantial state.The target of this effect may now interact nor-mally with anaema, but has the qualities ofinsubstantial, concentration required, andweakness as an anaema does. Unwilling targetsmay make a Will save (DC 10 + anaemancrafter class level) to negate the effect. Shroudcreature is a spell-like ability and lasts 10 min-utes per class level.

    Spells per Day: An anaeman crafter continuestraining in arcane or divine magic as he pro-gresses in levels. Thus, when an anaeman

    crafter gains a level, the character gains newspells per day as if he had gained a level in aspellcasting class he belonged to before theadded anaeman crafter level. He does not gainany other benefits a character of that classwould have gained.

    If a character has more than one other spell-casting class, he must select the class to whichhe adds each level of anaeman crafter for pur-poses of determining spells per day when headds the new level.

    A

    NAEMA

    16

    The Anaeman Crafter

    BaseClass Attack Fort Ref WillLevel Bonus Save Save Save Special Spells per Day1st +0 +0 +0 +2 Craft focus +1 level of existing class2nd +1 +0 +0 +3 Bonus feat +1 level of existing class

    3rd +2 +1 +1 +3 Shroud object +1 level of existing class4th +3 +1 +1 +4 +1 level of existing class5th +3 +1 +1 +4 Incorporeal understanding +1 level of existing class6th +4 +2 +2 +5 Bonus feat +1 level of existing class7th +5 +2 +2 +5 Craft focus +1 level of existing class8th +6 +2 +2 +6 Shroud creature +1 level of existing class9th +6 +3 +3 +6 +1 level of existing class10th +7 +3 +3 +7 Bonus feat +1 level of existing class

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    18/173

    ANIMEN

    NIMEN

    The outer planes are not metaphor or legend;they are real and their energies swirl around theworlds of the Material Plane. Throughout theages, a rare few individualsand even wholeraceshave been warped by planar energies,some more so than others. Ages ago, a surge ofcelestial power created a new race, and in theaftermath, led to the creation of another.

    The animen are touched by a celestial plane ofwild chaos tinged with benevolence, home tomany outsiders with animal forms and thedomain of shamanistic and totemic deities.They have a wide range of forms, but they areall one people. Beings with the heads of beastsbut the minds and bodies of men, they are con-sidered legendary in all but the wildest places.

    Personality: As with most planetouched, ani-men are shaped by the energies that gave them

    birth. They are freedom loving, wild, and most-ly benevolent, but theirs is a rough-edgedbenevolence shaped by a harsh and isolatedlife. They are quick to rage and quick to for-give, but if a deep and true wrong is done tothem their fury is bound to tenacity, and theygive no respite until they have extracted a fulland just retribution. They are fundamentallycreatures of passion: They feel nothing in mod-eration, but veer from emotion to emotion.

    Other races that deal with them learn to accepttheir mood swings and their tendency to viewthe world as a series of superlatives. Everymeal is the finest (or the worst), every battle thedeadliest, every mountain the tallest. This is astereotypical view, but it draws close to thetruth. The animen do nothing meekly orreservedlythey do things utterly or not at all.

    Physical Description: Animen appear humanfrom the neck down, with skin colors and bodytypes from all races of man. From the head up,each bears a properly scaled head of a verte-brate, land-dwelling animal. This animal isreferred to as the animan's aspect. Some 80%of animen are mammalian, 10% reptilian, 5%avian, and 5% amphibian. There is no inheri-tance of aspects: A lion mated to a swan mightwell have a frog and a zebra as children. Thereis also no prejudice among their own kind as

    regards physical form; an elephant and a mousecan be friends, lovers, or deadly enemies astheir own personalities dictate. The only con-stant seems to be that the animal heads matchthose of beasts found in the area where the ani-man was bornno polar bears are born in thedeep tropics, for example. Likewise, the humanportions of their bodies fit the dominanthuman ethnicity in the region in terms ofskin color, average height and weight,and so forth.

    17

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    19/173

    Animen follow human norms for height and

    weight. They usually live 50 to 60 years and areconsidered adults by the age of 12 to 14.

    Animen tend to wear simple clothing of hide orplant fibers and carry weapons of stone orbone. They wear colored stones or crystals asdecoration. Some have weapons or tools ofmetal, either as the result of trade or taken asbounty after defeating a foe.

    Relations: The greatestproblem animen face in deal-ing with other races is over-coming the assumption thattheir animal aspect somehowdictates their personality. Itis not true that all lion-aspected animen are warriors

    nor that all rat-aspected ani-men are thieves, but this isthe way most outsiders treatthem. Animen rarelyencounter humans living inhighly urbanized areas butoften form alliances withnomads and tribesman,sometimes becomingshamans or living totems.They tend to get on well withelves as both favor freedomand weal, even if the animenconsider the elves to be a bitprissy and the elves consideranimen uncouth. Gnomesand halflings are likewisetreated with respect.Dwarves are encountered sorarely that both races consid-er the other a myth. Orcs andother humanoids have devel-oped a legend that slaying ananiman brings great fortune,and thus, half-orcs tend to be

    viewed as enemies untilproven otherwise. A rare fewevil animen have usedhumanoid superstition tobecome leaders of orc orhobgoblin warbands.

    Alignment: Almost all ani-men are good, and the major-ity are neutral or chaoticgood. Those animen whoreject their celestial heritageand embrace evil are outcast,

    often after being branded or scarred. Many sto-ries of shapeshifters and lycanthropes mayhave their origins in the acts of such animen.

    Animan Lands: Animen dwell where animalsdwell: in deep forests, in wide plains far fromcities, in the hearts of swamps and the inner-most reaches of rainforests, along the frozentundra, and in forgotten mountain valleys.Most are fully nomadic; a few have quasi-per-

    ANIMEN

    18

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    20/173

    ANIMEN

    manent settlements that are inhabited for partof the year. Apart from these settlements, theybuild no cities or other structures except crudemarkers at points of religious or historical sig-nificance. When the paths of their travels takethem across lands inhabited by other races,they may trade, fight, or change their habitspredicting which can be difficult.

    Religion: Animen have a spiritualistic religionstrongly centered on the belief that each ofthem remains bound to a creature living in theouter planes. Religious ceremonies involveconnecting to this higher self and appealing toit for guidance and direction. The role of a reli-gious leader is to guide the individual to hisown transcendence, not to command or preach.Those for whom this goal of spiritual connec-tion becomes all consuming often choose thepath of the atavist (see page 20).

    Language: Animen speak a highly alteredform of Celestial, which has become theirnative tongue. Many also know Sylvan, andsome scholars learn pure Celestial. Elven isalso a common second language. Any who dealwith non-animen on a regular basis will, ofcourse, know Common. Many animen havetrouble with different aspects of foreign lan-guages due to their odd jaw and tongue con-structionsa lion-aspected animan will speakCommon with a very different accent than ahawk-aspected animan.

    Names: Animan names consist of an accom-plishment and a birth name, in that order. Theaccomplishment may change over time: It isusually the animan's greatest triumph orachievement. A lot can be learned about an ani-man's personality by considering what hebelieves to be his greatest achievement. Birthnames are short and usually monosyllabic.

    Animan Names: Deceiver-of-Hunters Vol,Finder-of-Good-Roots Mar, Ten-Foes-SlainDav, and Weaver-of-Legends Kyl.

    Humans and others tend to shorten thesenames, either using the birth name (Vol, Mar)or a nickname based on the accomplishment(Finder, Tenslayer). Animen used to suchthings bear this indignity with rough grace; ananiman encountering humans for the first timemight well come to blows the first time some-one calls him "Fisher" rather than "Fed-the-Tribe-with-Full-Nets Drem."

    Adventurers: While most animen prefer toremain with their own kind, there are manycalled to adventure for a variety of reasons.Some, feeling their heritage, simply desire tobattle evil for its own sake or to accomplishgood deeds beyond the prosperity of their ownpeople. Not a few paladins over the centurieshave come from such a background. Others,

    motivated more by ego, leave their homelandsto find a more prestigious accomplishmentwith which to name themselvesbards stillrecount the saga of how Squirrel-Healer Movquested until he became Demon-Slayer Mov,and how it still brought him no pleasure. Lastly,there are those who leave because they need to:They are hunting an enemy or seeking some-thing their tribe needs. Regardless of theirmotives, their enthusiasm and ability will makethem welcome in most bands of wayfarers.

    Animan adventurers are most often rangers butbarbarians and sorcerers are not unknown.While the path of the druid is also an appropri-ate calling for these beings, their low nativewisdom makes druids rare. Those with regularcontact with more civilized communities canlearn the disciplined arts of the fighter or theshifty skills of the rogue. Animan talespinnersmay take up the path of the bard. Despite theirgeneral good nature, few animen can restraintheir passions enough to walk the path of thepaladin. Likewise, very few animen have thediscipline to become wizards or monks, though

    these paths are not wholly closed to them.

    Animan Racial Traits +2 Constitution, 2 Wisdom: Animen are

    hardy and tough but lack self-discipline.

    +2 racial bonus on Spot and Hide checks, +4racial bonus on Wilderness Lore checks:Animen live in the deepest wilderness andlearn to know it well by the time they reachadulthood.

    Bestial Toughness: Animen are built tougherthan men and a touch of their celestial her-itage shines through. They receive a +2toughness bonus to their Armor Class.

    Automatic Languages: Common, Animan,and Sylvan. Bonus languages: Elven,Celestial, Gnome, Gnoll, Orc.

    Druidic Tongue: Because of their close

    19

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    21/173

    ties with nature, non-druid animen can learnDruidic as a bonus language.

    Skill Proficiency: Wilderness Lore andKnowledge (nature) are always class skillsfor animen.

    Bestial Heritage: An animan may choose one

    of the following abilities to reflect his animalnature. The ability chosen should fit with theaniman's aspect. All of these are extraordi-nary abilities.

    Bite: The animan has learned to use his jawsas a weapon and can do 1d3 points of normal(not subdual) damage with a bite (lion, wolf,bear).

    Fur: The animan, while still human in form,has thick hair covering more of his body,often colored as the fur of the animal whoseaspect he possesses. This gives the animan a+4 racial bonus on saving throws against cold(polar bear, musk ox, walrus).

    Inhuman Grace: The animan has some of thespeed of his aspect and receives a +2 racialbonus to Reflex saves (gazelle, weasel).

    Steadfastness: Something of the fundamentalstrength and resolve of the animan's aspectremains, and he receives a +2 racial bonus onFortitude saves (bear, elephant).

    Orneriness: The animan is stubborn anddetermined and receives a +2 racial bonus onWill saves (mule, cat).

    Blood of the Hunter: The animan gains theTrack feat (wolf, tiger).

    Animal Acuity: One of the animan's senses isheightened, and he receives a +2 racial bonuson Spot or Listen checks when using thatsense (hawk, cat, rat, dog).

    Waterborn: The animan's aspect is a creatureadapted to water, and he receives a +2 racialbonus on Swim checks (otter, seal).

    Bounder: The animan's aspect is a creaturerenowned for leaping, and he gains a +2racial bonus on Jump checks.

    Fleet: The animan has some of the swiftnessof his aspect and increases his base move-

    ment by 10 feet (deer, cheetah).

    Favored Class: Ranger.

    Level Equivalent: Class levels +3.

    Animan AtavistDespite assumptions and prejudice to the con-trary, animen take on little of the personalityand traits of their aspect, beyond appearanceand possibly some minor special abilities.Some, however, are not content to have merelythe visage of a lion or a frog. They seek to fullyand truly make contact with their inner beastand then manifest it outwardly. They gainpower, but they also lose a little of themselves.

    Hit Die: d8.

    RequirementsTo qualify to become an atavist, a charactermust fulfill all the following criteria.

    Race: Animan.Alignment: Any good.Base Attack Bonus: +5.Animal Empathy: 8 ranks.Wilderness Lore: 6 ranks.Handle Animal: 6 ranks.Knowledge (nature): 5 ranks.Feats: Skill Focus (Animal Empathy).Languages: Celestial.

    Class Skills

    The atavist's class skills (and the key ability foreach skill) are Animal Empathy (Cha), Balance(Dex), Climb (Str), Craft (Int), Handle Animal(Cha), Heal (Wis), Hide (Dex), Intimidate(Cha), Intuit Direction (Wis), Jump (Str),Knowledge (nature), Listen (Wis), MoveSilently (Dex), Profession (Wis), Ride (Dex),Search (Wis), Spot (Wis), Swim (Str), andWilderness Lore (Wis).

    Skill Points at Each Level: 4 + Int modifier.

    Class Features

    All of the following are class features of theatavist prestige class.

    Weapon and Armor Proficiency: Atavists areproficient with the club, dagger, dart, quarter-staff, spear, sling, longbow, shortbow, halfs-pear, throwing axe, sap, and greatclub. They

    ANIMEN

    20

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    22/173

    ANIMEN

    are proficient with lightarmor, but not withshields.

    Aspect Tongue: Theatavist gains the spell-like ability tospeak withanimals at will, but only

    with his aspect or verysimilar creatures.

    Aspect Form: Theatavist can polymorphself into a celestial formof his aspect once perday. This is in addition toany wild shape abilitieshe may have as a druid.The atavist can do thistwice per day at 5th leveland three times per dayat 8th level. The atavist'scaster level is equal tohis character level.

    Aspect Mount: Theatavist may summon aLarge, celestial versionof his aspect that servesas a mount. Only theatavist may ride themount, and his ridechecks receive a +6 insight bonus. If the aspect

    mount is killed, the atavist must wait a monthto summon another one.

    Summon Aspect 1: Once per day, the atavistcan cast a version ofsummon nature's ally IV,with the limitation that only the atavist's aspect,or closely related creatures, may be summoned.The atavist's caster level is equal to his charac-ter level.

    Summon Aspect 2: Once per day, the atavistcan cast a version ofsummon nature's ally VI,with the limitation that only the atavist's aspect,

    or closely related creatures, may be summoned.The atavist's caster level is equal to his charac-ter level.

    Summon Aspect 3: Once per day, the atavistcan cast a version ofsummon nature's ally VIII,with the limitation that only the atavist's aspect,or closely related creatures, may be summoned.The atavist's caster level is equal to his charac-ter level.

    Elemental Resistance: As the atavist becomes

    more in tune with his celestial heritage, hegains a celestial's resistance to the elements. Hegains elemental resistance 5 versus acid, cold,and electricity.

    Bestial Fury: At 5th level, an animist mayenter a state of berserk, animalistic rage, simi-lar to a barbarian's rage ability. The atavistgains +6 Strength, +6 Constitution, and a +3morale bonus on Will saves, but suffers a 2penalty to Armor Class. Hit points areincreased by 3 per character level due to theincreased Constitution. These extra hit points

    vanish when the bestial fury ends.Furthermore, this power derives from an extra-planar source, and the atavist's attacks duringthe bestial fury receive a +2 enhancementbonus only for the purposes of overcomingdamage reduction.

    An atavist in the throes of bestial fury maynot cast spells or use any skills that requireconcentration. Bestial fury lasts for 3rounds + the character's Constitution

    21

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    23/173

    modifier. When the bestial fury expires, theatavist is fatigued (2 Str, 2 Con, cannotcharge or run) for the duration of the encounter.

    There is a dark side to this power, however, thatmakes it markedly different from barbarianrage. The atavist cannot end the bestial fury

    prematurely. Furthermore, the atavist mustmake an attack action each combat round ifpossible, and if not, he must take whateveractions will enable him to make an attack assoon as possible (e.g., move closer to a foe ifthere are no foes in range). If all enemies aredead while the bestial fury is still in effect, the

    atavist will turn on his nearestcomrade and attack with asmuch ferocity as he can.

    Furthermore, once an atavist iswounded below 50% of his hit

    points, he must make a Willsave with a DC of 10 + theattack's damage each time heis subsequently wounded. Ifthe player fails the save, thecharacter immediately entersbestial fury if he has notalready done so that day.

    Atavists with levels of barbar-ian may use their rage abilityas normal, in addition to bes-

    tial fury. A character may notenter fury while raging, or viceversa, and may not use eitherability when fatigued.

    Damage Reduction: At 9thlevel, the atavist is so attunedto his celestial nature that hebecomes something of an out-sider himself, gaining damagereduction of 5/+1.

    ANIMEN

    22

    The Animan Atavist

    Class Base Fort Ref WillLevel Attack Bonus Save Save Save Special1st +1 +0 +2 +0 Aspect tongue2nd +2 +0 +3 +0 Aspect form, summon aspect 13rd +3 +1 +3 +1 Aspect mount

    4th +4 +1 +4 +1 Elemental resistance 55th +5 +1 +4 +1 Summon aspect 2, bestial fury6th +6 +2 +5 +27th +7 +2 +5 +28th +8 +2 +6 +29th +9 +3 +6 +3 Damage reduction 5/+110th +10 +3 +7 +3 Summon aspect 3

    At the atavist's discretion, Fortitude and Reflex saves can be swapped, making Fortitude the goodsave. This must be decided when the first level of atavist is taken. It should tie in with the aspectof the character: Is it a "tough" animal or a "fast" animal?

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    24/173

    ARTAT

    HI

    RT THI

    The artathi are a proud race of felinids who liveupon and rule the savannas and jungles of thesouth. They believe they are the sons anddaughters of Ba en Aset and thus divine amongthe lesser races of the world. On a personallevel, they are constantly seeking ways toprove their own worth; as a race they look forways to expand their domains.

    The artathi race is composed of seven differentcastes: three upper castesIlartathi (resem-bling lions), Talartathi (tigers), and Ahlartathi(pumas); and four lower castesHtakartathi(lynx), Salartathi (cheetah), Dalartathi (leop-ard), and Vykartathi (jaguar). Although mem-bers of one caste are capable of mating withthose from another, the offspring from such aunion are mongrels. Those unlucky enough tobe tainted as such from birth are considered tobe letathen, casteless ones, and are considered

    the lowest members of artathi society.

    Personality: Artathi tend to be one of twotypes, and this often has as much to do with thecaste in which they were raised than anythingelse. Ilartathi, Talartathi, Htakartathi, andVykartathi tend to be impulsive and quick toanger. Ahlartathi, Salartathi, and Dalartathi,on the other hand, are quick of wit, sly, andsubtle in their dealings with others. Mongrelsare almost always subservient to those of the

    upper castes, but their frustrations will fre-quently manifest in a more violent tempera-ment when dealing with anyone to whom theydo not have to show deferenceoutsiders toArtathi society.

    Physical Description: Artathi are essentiallyhumanoid cats. They range from five to six feetin height (Vykartathi) all the way up to sevenand a half to eight feet tall (Ilartathi), with asimilar variance in weight. The members of theseven castes each resemble one species of bigcat; the appearance of mongrels can vary wide-ly but generally seems to favor a generic fea-ture of little note (a tendency which increaseswith each generation of separation from purestock).

    Relations: Artathi generally have littlepatience for humans, considering their relative-

    ly chaotic societies, unfocused nature, andunstructured lives to be signs of weakness.However, there are some human culturestyp-ically those with sophisticated and well-ordered societiesthe artathi respect.

    The artathi almost universally view halflingsand gnomes with disdain: Their cultures lackhonor and their lifestyles suggest that ofthe letathen. Half-elves and similar racesare, likewise, looked upon with distaste

    23

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    25/173

    as a result of their mongrel heritage. Theartistic graces and fine taste of the elves gener-ally earn them respect, but their more chaoticaspects seem a weakness to the artathi.

    The artathi view of dwarves is more complicat-ed: The castes with a more martial bent willgenerally appreciate their skills and endurance,while those castes with more delicate sensibili-

    ties tend to scorn their roughness.

    Alignment: Artathi are typically lawful bynature, a result of their highly structured soci-eties. Those who tend toward adventuring,however, often fall outside of this mold (partic-ularly if they are mongrels). They are, after all,those who did not fit into the traditional stric-

    tures of their society.

    Artathi Lands: Theartathi race is one ofdivisions. The artathiof the jungle are differ-ent from those of thesavanna; those of theupper castes are differ-ent from those of the

    lower castes; those ofthe city-states are dif-ferent from those ofthe tribes. Mirroringthese divisions of lifeare the conflicts thatmake up the artathithemselves: Culturalrefinement justifiesbarbaric custom; socialgrace guides a war-riors instincts; honormixes with deception.Within artathi society,each of these subtleelements is lent anoverwhelming impor-tance, dictating a pat-tern of behavior andcustom that issupremely elegant inits opaque complexity.

    The artathi civilizationseems, at first glance,

    to be centered on theisolated city-states thatserve as the most basicelements of political

    power. Whether found on the savanna or with-in the jungle, these widely dispersed centers ofpopulation serve as the nexus points that guidethe migrations of the nomadic tribes that repre-sent the other half of the artathi population. Inreality, however, the city-states are as depen-dent on the network of trade created by thetribes as the tribes are on the concentratedresources of the city-states.

    The artathi also live within a strict caste soci-ety, largely defined by the possession of poweras an expression of a castes proximity to Ba enAset. The three upper castes are known as theDurek (literally first children in the artathilanguage), while the four lower castes areknown as the Surek (second children). Themongrels, or casteless, are known as theLetathen (literally the forgotten ones). Each

    A

    RTATHI

    24

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    26/173

    ARTAT

    HI

    of the three Durek castes possesses exactlynine households. The four castes of the Surek,on the other hand, have a varying number ofhouseholds, ranging from the 12 of theDalartathi to the Hundred Houses of theVykartathi.

    In general, the Durek are more influential on

    the savanna, while the Surek are more influen-tial in the jungle. However, there is no distinctor formal separation, and the Durek are stillconsidered closer to Ba en Aset (and thusmore powerful on an individual basis, at leastin theory) throughout artathi society. The truedivision of power between the Durek andSurek lies in the selection of emperor andempress. The former is the Divine Light of Baen Aset and Father of the Seven Castes,holding supreme power over all living artathi.He is selected by the Durek from among theirown ranks.

    Similarly, the Surek select the empress. Herapproval is required for any marriage to takeplace. For the lower members of a caste, this isfrequently nothing more than a formality. Forthe upper (or royal) members of a caste, how-ever, this approval is an absolute necessity.Because the emperor holds the ultimate politi-cal authority among the artathi, the empressimportance is frequently overlooked. However,her ability to control alliances and lines of suc-cession within and between the households of

    the Durek and Surek is of supreme importancein shaping the political reality within which theemperor must function.

    The emperor and empress, selected from dif-ferent castes, are capable of producing onlyletathen offspring, preventing any attempts toform an imperial dynasty.

    Religion: The artathi worship a single goddess,Ba en Aset. Her church represents a branch ofpower within artathi society that is related tobut separate from that of the imperial and caste

    systems. Power within her church is dividedinto nine hierarchies, each representing one ofthe goddess nine lives.

    It is said that those who turn from the Churchof Ba en Aset lose her favor, but the continuedsuccess of clerics and paladins who have fledfrom artathi society seem to belie such teach-ings. Perhaps even more damning of theChurchs claim of orthodoxy are those of the

    letathen who are gifted with divine favor. Suchindividuals are frequently forced to flee theirhomes, although many do so only with a vowto return and sweep the corruption and preju-dice from their homelands.

    Language: The artathi express their nativetongue interchangeably through both their own

    writing and that of the Elven script. Each of theseven castes is noted for its excellence at vari-ous sorts of literature. The Ahlartathi, forexample, are known for their works of epicpoetry. The Ilartathi are known best for theirworks on military strategy and conquest. Theletathen are frequently illiterate, and those whocan read rarely know more than the few pidginphrases they need to go about their daily busi-ness.

    Names: Artathi of the Seven Castes havenames that are practically works of art. Each iscomposed of three parts. The Name of Birth (orelnalak) is the shortest part and is given to thenewborn artathi by the empress. These namesare descriptive in the artathi language but arealso selected from the Sethenalak (theImperial Roll of Names). To have ones nameadded to the Sethenalak is considered one ofthe greatest honors of the artathi and can onlybe achieved by earning the extreme gratitude ofthe emperor and empress. Such a name wouldhave been selected from among the Names ofHonor (or sulnalak), which precedes the Name

    of Birth. The number and variety of the Namesof Honor depend entirely upon the artathi whopossesses them, as they are earned throughouthis life by demonstrated greatness in the eyesof the caste leaders. Finally, there are theNames of Caste (or artathnalak). These followthe Name of Birth and are also attached atbirth. The Names of Caste, however, are drawnthrough a complex ritual from the ancestorsand caste-mates of the newborn, identifying hisheritage to all who hear the full name.

    Letathen are given only a Name of Birth, and

    such a name cannot appear on the Sethenalak.

    Adventurers: Letathen, of all the artathi, arethe most likely to become adventurers, fleeinga society that has oppressed them. Though it israre for members of the Seven Castes to leaveartathi society, those who are exiled or chooseto leave are also frequently called down thepath of adventure.

    25

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    27/173

    Artathi Racial Traits

    Mongrel/Letathen

    +2 Dexterity, 2 Constitution.

    Medium-size: As Medium-size creatures,artathi have no special bonuses or penaltiesdue to their size.

    Artathi base speed is 30 feet.

    Low-light Vision: Artathi can see twice as faras a human in starlight, moonlight, torchlight,and similar conditions of poor illumination.They retain the ability to distinguish colorand detail under these conditions.

    +2 racial bonus on Hide and Move Silently

    checks. In areas of tall grass or heavy under-growth, the Hide bonus increases to +6.

    +6 racial bonus on Balance checks.

    +2 dodge bonus. This bonus represents theartathis uncanny natural instincts for danger.Any time a character loses his positiveDexterity bonus to Armor Class, such aswhen hes caught flat-footed, he loses hisdodge bonus, too.

    If an artathi attacks unarmed with his claws

    extended, his unarmed strikes cause 1d6points of damage. Unlike normal unarmedstrike damage, this damage is not subdualdamage. An artathis Strength modifier isapplied to this damage as usual. If an artathiattacks unarmed without his claws extendedhe causes 1d3 points of subdual damage.

    Automatic Languages: Common and Artathi.Bonus Languages: Elven, Draconic, Giant,Goblin, and Sylvan.

    Favored Class: Barbarian. A multiclass mon-grel artathis barbarian class does not countwhen determining whether he suffers an XPpenalty for multiclassing. In artathi society,mongrels are not given the disciplined train-ing of fighters, but many still follow violentcallings and the barbarians rage comes natu-rally to them.

    Artathi Castes

    Ilartathi (Lion): Six of the last seven emper-ors have been of the Ilartathi, a result of thecastes tremendous political strength.Physically the largest of the artathi castes, thesons and daughters of the Ilartathi have spentcenturies training as powerful, elite warriors

    and inimitable political foes. The families ofthe Ilartathi place great importance on theartathi concepts of honor, leading to individu-als who are either truly noble or simply loudand self-righteous. Ilartathi have the standardartathi racial traits, with the following excep-tions:

    +2 Strength, 2 Dexterity. Favored Class: Paladin.

    Talartathi (Tiger): While the Ilartathi rulewithin the secular world, the Talartathi controlthe realm of spiritual power within artathi soci-ety. Members of the Talartathi fill the highestranks of the Church of Ba en Aset. Of the threeupper castes, they are the most conservative intheir outlook, preferring to prepare for long-term gain rather than short-term benefitsanattitude they typically carry into their personallives, as well. Talartathi have the standardartathi racial traits, with the following excep-tions:

    Favored Class: Cleric.

    Ahlartathi (Puma): To the casual observer, itis clear thatamong the Durekit is theIlartathi and Talartathi who rule, mutuallycontrolling the state and the church. To thosewith a greater awareness, however, the powerand influence of the Ahlartathi becomes clear.The families of the Ahlartathi are subtle andclever, choosing to wield their power frombehind a number of pawns and servants withinthe other castes. Their political cunning is onlyheightened by the mystical achievements oftheir schools of magic. Their influence among

    the Durek is great, but their influence amongthe Surek is greater yet. Ahlartathi have thestandard artathi racial traits, with the followingexceptions:

    +2 Intelligence, +2 Charisma, 2 Constitution. Favored Class: Sorcerer.

    Htakartathi (Lynx): Possibly the strongestcaste of the Durek politically speaking, thefamilies of the Htakartathi are most prominent

    A

    RTATHI

    26

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    28/173

    ARTAT

    HI

    in the jungle, dominating every layer of soci-ety there. They are also gifted trackers, andmany of their sons and daughters have servedwith distinction on the frontiers. Htakartathihave the standard artathi racial traits, with thefollowing exceptions:

    Favored Class: Ranger.

    Salartathi (Cheetah): The smallest caste ofthe Surek (and, in many ways, the one mostsimilar to the castes of the Durek), theSalartathi are a proud people, in no smallpart because the other castes, while respect-ing their unique gifts, tend to look downupon them at the same time. The Salartathifamilies possess a secret knowledge and phi-losophy. Salartathi have the standard artathiracial traits, with the following exceptions:

    +4 Dexterity, 2 Constitution, 2 Strength.

    Salartathi base speed is 40 feet.

    Favored Class: Monk.

    Dalartathi (Leopard): Of all the SevenCastes, the Dalartathi are the least special-ized. Members of this caste can be foundthroughout the lower rungs of artathi society.Dalartathi also tend to have the greatest toler-ance (and, in some cases, even respect) for theletathen. Dalartathi have the standard artathi

    racial traits, with the following exceptions:

    Favored Class: Rogue.

    Vykartathi (Jaguar): The largest of theSeven Castes, the Vykartathi are the foot sol-diers of the artathis imperial conquests. All ofthe major Vykartathi families have long histo-ries in the military and take great pride in theiraccomplishments. Elder sons of these families(those most likely to pursue military careers)tend to emulate the members of the Surek intheir pursuit of excellence. Vykartathi have the

    standard artathi racial traits, with the followingexceptions:

    +2 Strength, 2 Intelligence, 2 Charisma.

    Favored Class: Fighter.

    Snow Leopards: It is said that a race much likethe artathi live in the cold lands of the northernwastes. Known as the syltath, these snow

    leopards seem well adapted to their winterclimes. Compared to the artathi, they are a sim-ple people, living in small tribes by a brutish

    code of honor. If they are truly related to theirsouthern cousins, it is unclear howor whenthis strange migration happened. Syltath havethe standard artathi racial traits, with the fol-lowing exceptions:

    +2 Strength, 2 Dexterity.

    The Chosen of Ba en AsetArtathi culture values honor and valor in com-bat above all else, and the warriors they honorabove all others are the Chosen of Ba en Aset,

    an elite selected by the goddess to serve her intimes and places of greatest need.

    Members of the chosen are marked at birth bythe image of either a sun or cats eye on theirforeheads. They are typically trained rigorous-ly throughout their youth. Those who are suc-cessful in purifying their bodies and mindsare granted mystical powers with which tofight the foes of the artathi people.

    27

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    29/173

    One of the closely guarded secrets of artathisociety is that members of the letathen are com-monly born with the mark of the chosen. Suchindividuals are usually spirited away from theirparents and raised in secrecy and anonymity.Some letathen with the mark have been knownto escape artathi society, often in ignorance of

    their birthright.

    Although it is rare, it is not impossible for anartathi to earn the mark of the chosen later inlife, usually through deeds directly in the ser-vice of the goddess.

    Requirements

    To qualify to become a chosen of Ba en Aset, acharacter must fulfill all the following criteria.

    Race: Artathi.

    Base Attack Bonus: +6.Feats: Power Attack, Cleave.Alignment: Chaotic or good, not evil.

    Class Skills

    The chosens class skills (and the key abilityfor each skill) are Balance (Dex), Climb (Str),Concentration (Con), Craft (Int), Jump (Str),

    Knowledge (religion) (Int), Listen (Wis),Move Silently (Dex), Profession (Wis),

    Ride (Dex), Swim (Str), and Tumble(Dex).

    Skill Points at Each Level: 2 + Intmodifier

    Class Features

    All of the following are class fea-tures of the chosen of Ba en Aset.

    Weapon and Armor Proficiency:The chosen of Ba en Aset are profi-cient in all simple and martialweapons and with all types of armor(heavy, medium, and light). They arenot proficient with shields.

    Unarmed Attack: The chosen arehighly trained in fighting unarmed,giving them considerable advantages

    when doing so. They deal more dam-age than normal and gain the benefitsof the Improved Unarmed Strike feat(and thus do not provoke attacks ofopportunity). This ability is other-wise identical to the monks

    unarmed strike class feature (PHB 39).

    Evasion: One of the chosen can avoid evenmagical and unusual attacks with great agility.If he makes a successful Reflex saving throwagainst an attack that normally deals half dam-age on a successful save, the chosen insteadtakes no damage. Evasion can only be used ifthe chosen is wearing light armor or no armor.Evasion is an extraordinary ability.

    Detect Evil: At will, the chosen can detect evilas a spell-like ability. This ability duplicates theeffects of the spell detect evil.

    Stunning Fist: At 2nd level, a member of thechosen gains the Stunning Fist feat, even if hedoes not meet the prerequisites for the feat.

    Aura of Courage: Beginning at 3rd level, thechosen are immune to fear (magical or other-wise). Allies within 10 feet of the chosen gaina +4 morale bonus on saving throws againstfear effects. Granting the morale bonus to alliesis a supernatural ability.

    Divine Grace: At 4th level, the chosen applytheir Charisma bonus (if positive) to all savingthrows.

    A

    RTATHI

    28

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    30/173

    ARTAT

    HI

    Purity of Body: At 5th level, a chosen gainscontrol over his bodys immune system. Hegains immunity to all diseases except for mag-ical diseases such as mummy rot and lycan-thropy.

    Improved Trip: At 6th level, a member of thechosen gains the Improved Trip feat for free(PHB 83). He need not have the Expertise feat,normally a prerequisite.

    Wholeness of Body: At 7th level, the chosencan cure their own wounds. They can cure upto twice their character level in hit points eachday, and they can spread this healing outamong several uses.

    Improved Evasion: At 8th level, the chosensevasion ability improves. He still takes no dam-age on a successful Reflex saving throw, buthenceforth he takes only half damage on afailed saving throw.

    Diamond Body: At 9th level, the Chosen aregifted by Ba en Aset with a perfection of body,granting them immunity to poisons of all kinds.Diamond body is a supernatural ability.

    Diamond Soul: At 10th level, the chosen gainspell resistance. Their spell resistance equalstheir class levels + 10. In order to affect theatavist with a spell, a spellcaster must roll theatavists spell resistance or higher on 1d20 +the spellcasters level.

    Mystic Disciplines: At each level, a chosengains a mystic discipline. Mystic disciplinesare spell-like abilities that operate according tothe spell of the same name (with the exceptionof fleetness of foot, which works like the expe-ditious retreatspell).

    29

    The Chosen of Ba en Aset

    Base Unarmed

    Class Attack Fort Ref Will Attack Unarmed

    Level Bonus Save Save Save Bonus Damage AC Bonus Special Mystic Disciplines

    1 +1 +2 +0 +0 +1 1d6 +1 Unarmed strike, evasion Light

    2 +2 +3 +0 +0 +2 1d6 +1 Detect evil, stunning fist Fleetness of foot

    3 +3 +3 +1 +1 +3 1d6 +1 Aura of courage Daylight4 +4 +4 +1 +1 +4/+1 1d8 +2 Divine grace Fireball

    5 +5 +4 +1 +1 +5/+2 1d8 +2 Purity of body Telekinesis

    6 +6 +5 +2 +2 +6/+3 1d8 +2 Improved trip Improved invisibility

    7 +7 +5 +2 +2 +7/+4/+1 1d8 +3 Wholeness of body Lesser geas

    8 +8 +6 +2 +2 +8/+5/+2 1d10 +3 Improved evasion Wall of force

    9 +9 +6 +3 +3 +9/+6/+3 1d10 +3 Diamond body Dismissal

    10 +10 +7 +3 +3 +10/+7/ 1d10 +4 Diamond soul Antimagic field

    +4/+1

    Mystic Disciplines: Uses Per Day

    Class Fleetness Improved Lesser Wall of

    Level Light of Foot Daylight Fireball Telekinesis Invisibility Geas Force Dismissal Antimagic Field

    1 1 0 0 0 0 0 0 0 0 0

    2 2 1 0 0 0 0 0 0 0 0

    3 3 2 1 0 0 0 0 0 0 0

    4 4 3 2 1 0 0 0 0 0 0

    5 5 4 3 2 1 0 0 0 0 0

    6 6 5 4 2 2 1 0 0 0 0

    7 6 6 5 3 2 2 1 0 0 0

    8 6 6 6 3 2 2 2 1 0 0

    9 6 6 6 4 3 2 2 2 1 0

    10 6 6 6 4 3 3 2 2 2 1

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    31/173

    B

    LICKISH

    LICKISH

    The blickish were born in ancient times, thechildren of a celestial and a halfling. The mat-ing of two planes imbued blickish with severaldistinct characteristics, most notably their abil-ity to blink short distances. This gift broughtblickish unwanted prejudice and persecution intimes past, so they closely guard their trueidentities and use their talents only when nec-essary. With a small population dispersedamong hidden enclaves, they conceal theirproud heritage to survive. Those who ventureout into the world often masquerade ashalflings, hiding their past in the face of aboastful, intolerant society.

    Personality: Blickish often adopt personalitytraits of halflings when among others but dontalways successfully repress their own naturaltendencies. They share the halfling penchantfor curiosity and a daring spirit to survive.

    They enjoy comfortable accommodations andgood food when available but restrain them-selves from complaining when such amenitiesarent present. Unlike halflings, blickish do notobsess about collections. Given their history ofpersecution, blickish have become wary ofaccumulating wealthy possessions that arenteasily portable.

    Blickish are overly sensitive to persecution.Once offended, their seemingly casual exte-

    rior quickly evaporates to reveal a deadly seri-ous and vindictive nature. Having celestialparentage, however distant, has earned blickishfear and suspicion from other races. They oftenbecome targets because of their small statureand inevitably feel like others single them outfor repression. Blickish resent that they mustavoid using their powers openly, lest theyarouse interest and invite oppression. Althoughthey are inwardly proud of their celestial her-itage, they constantly act as if they have some-thing to prove. Blickish inevitably allow thispride to drag them into trouble.

    Physical Description: The blickish physiqueretains many similarities to that of halflings.They average about three feet in height, thoughthey typically weigh 35 to 45 pounds, depend-ing on the density of their build. They mature at20 and live as long as 300 years.

    Blickish have more hair than most halflings.Most shave their facial hair regularly and trimtheir bushy eyebrows and tufted ear-tips to bet-ter blend into halfling society, but some takepride in elaborately styled mustaches andbeards. Their eye color also diverges from thatof halflings. Stunning blue, green, and hazeleyes set them apart from othersit also lends adistant, cold quality to their gaze. Slightly elon-gated incisors also give blickish a canine

    30

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    32/173

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    33/173

    its on the use of magic relentlessly persecuteblickish as untrustworthy sorcerers.

    Alignment: Blickish tend toward neutralitywith occasional streaks of lawfulness. Theyprefer to remain neutral in matters outside theirbasic need to persevere. Should anythingthreaten their safety, however, blickish arequick to make sacrifices to ensure survival oftheir kind.

    Despite their frequent persecution, blickishhave good tendencies. They care for theoppressed, offer aid to those in need, and standup to tyranny, all because the blickish havefaced these same obstacles.

    Blickish Lands: Blickish have no kingdom tocall their own. Like halflings, they live by thegrace of strangers, inhabiting settlements in therealms of other races. Blickish populate

    halfling villages in single families or smallgroups. Many move about with the more tran-sient halfling communities that travel toregions of new opportunity. Those treated asoutcasts roam the countryside seeking newhomes where people wont persecute them.Many wander forever looking for a village oreven an individual who will accept them fortheir true nature.

    Religion: Blickish worship theirancestors, whom they believe watchover them as spirits who can affect thephysical world. Blickish carry ontheir heritage through stories of theirforebears who persevered throughadversity, survived persecution, andfound happiness in isolated regions

    where they could live undisturbed.Each family maintains its own pan-theon of venerated personalities,reserving special dates for remem-brances of various deeds. Forinstance, one family might revereGreat Uncle Thammar, telling storiesof his valor and determination at theAmbush at Golos on his birthday andon the date of the battle. Religiousobjects include paintings and stat-uettes of forebears, or heirloomspassed down for generations.

    Above all, blickish honor the memoryof their supreme ancestors, the houndarchon Ulmagnus and the halfling

    Chevelle, who devoted their lives to each otherto raise a family. Blickish worship them asideals of hearth and home.

    Those blickish living within halfling communi-ties often show outward reverence for theirhearth-gods but maintain their own beliefs insecret. As outcasts constantly living in fear of

    discovery, blickish believe all traditionaldeities have turned their backs on them. Theydont openly resent the gods, but dont pray tothem, either.

    Language: Blickish speak and write Commonand Halfling. They often adopt the language ofthose gracious enough to let them inhabit theirlands: For instance, blickish living in an elvendomain are fluent in Elven. Although their her-itage gives them an innate ability to understandCelestial, Infernal, and Draconic, blickishavoid using these tongues in public. They

    sometimes use these languages to communi-cate privately among themselves but fear oth-ers might overhear and learn their true nature.

    Names: Blickish naming conventions followthose of halflings. For many, their true blickishfamily names remain concealed behind moretraditional halfling names. Individuals oftencarry the names of revered ancestors as a showof honor and a sign of their heritage. The most

    B

    LICKISH

    32

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    34/173

    BLICKISH

    popular first names are those of Ulmagnus andChevelle: Few outsiders realize the signifi-cance these names have, for the blickish rarelyshare the tale of their origins with strangers.

    Male Names: Bethar, Dirren, Gallus,Thammar, Ulmagnus, Veller.

    Female Names: Anava, Chevelle, Dirra, Halla,Merevar, Navine, Shara.

    Family Names: Dewmeadow, Gladwing,Sharptooth, Smokehollow, Strutter, Wandring.

    Adventurers: Blickish frequently wander.Some search for a new home in an acceptingcommunity; others hope to prove themselvesand find their way in the world. Young blickishoften set out on roaming quests, dedicatingthemselves to aiding anyone they find sufferingat the hands of tyranny. Through these experi-ences they hope to make a small difference inthe world. They often join transient bands ofadventurers, seeking opportunities to gainwealth and notoriety, as well as acceptance intoa broader section of society. Adventurers alsotend to encounter those who most require assis-tance fighting the iron gauntlet of oppression.

    Since years of persecution have scattered manyblickish, some leave their homes to seek lostrelatives or hidden settlements. During theirtravels, adventuring blickish search for rumors

    of lone, wandering halflings fleeing tounknown regions. As they follow these leads,they work to hone their survival skills and gainenough wealth to take care of themselves andothers who might depend on them.

    Blickish Racial Traits +2 Charisma, +2 Strength, 2 Constitution,

    2 Wisdom: The blickish heritage gives themgood looks and greater physical might. Theirsmall stature has difficulty supporting suchmuscle, and their pride often clouds their

    judgment.

    Small: As Small creatures, blickish gain a +1size bonus to Armor Class, a +1 size bonuson attack rolls, and a +4 size bonus on Hidechecks, but they must use smaller weaponsthan humans use, and their lifting and carry-ing limits are three-quarters of those ofMedium-size characters.

    Blickish base speed is 20 feet.

    +2 racial bonus on Intimidate checks. The icystare from their eyes and the menacingcanines in the blickish smile can have anunnerving effect on others.

    Track: Blickish have the ability to follow thetrails of others across most types of terrain.This ability is identical to the Track feat.

    Blink: Blickish enjoy an ability to blink inand out of the material plane like the spell ofthe same name (PHB 180). Consider theblickish a 5th-level caster for all spell effectsdependent on level. Blickish do not blinkwithout difficulty. Moving from the etherealto the material plane scrambles their con-scious thoughts and short-term memories fora moment afterward, but they can quicklyrecover from this disorientation and set abouttheir purpose. In the round when they returnto the material plane, blickish must make aWill save (DC 10) to regain their sense ofpurpose. Should they fail, they can only takedefensive action, reacting instinctively toimmediate threats. Blickish can roll their Willsave once per round until they succeed.Otherwise they remain aimless and confusedabout their immediate objectives. Blickishmay blink up to three times per day.

    Automatic Languages: Celestial, Common,Draconic, Halfling, and Infernal. BonusLanguages: Dwarven, Elven, Giant, Gnoll,

    Gnome, Goblin, and Orc. Blickish under-stand the language of those among whomthey live, but also those from whom theydescend. They rarely use their ancestors lan-guages in public lest they betray their trueheritage.

    Favored Class: Rogue. A multiclass blick-ishs rogue class does not count when deter-mining whether he suffers an XP penalty formulticlassing.

    Level Equivalent: Class levels +1.

    Blickish InfiltratorBlickish respect the infiltrator as one of themost common folk heroes in their culture.These vigilantes prefer stealth to strength butare also fully capable of fighting ruthlesslywhen defending themselves and others.Infiltrators use their talents to enter close-ly guarded areas to achieve certain moral

    33

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    35/173

    objectivesmost often releasing a prisoner,returning stolen goods, or aiding a fellow indanger. They exist to aid the downtrodden, savethose beyond hope, and champion lost causes.Although this profession has the potential fordishonorable conduct like thievery, assassina-tion, and espionage, blickish infiltrators holdthemselves to high standards of conduct. Theybelieve all their actions are observed by the

    spirit of their noble ancestor Ulmagnus, theepitome of self-sacrifice for the good of others.To act ignobly would dishonor their forefatherand shame their people.

    Many blickish infiltrators rise from the ranks ofrogues, fighters, paladins, rangers, and othersskilled in the arts of surreptitious entry anddefense. Members of magic-using classes fre-quently focus their spells to improve theirchances of stealthily entering forbidden areas,defending themselves, and escaping.

    People who encounter NPC blickish infiltratorsinitially believe they are wayward halflings,loners who keep to themselves but stand up todefend others. They wait quietly on the side-lines until a strong tyrant begins abusing theweak or they hear of an innocent who requireshelp. Infiltrators seldom band togetheronlywhen they face overwhelming odds do they

    join forces. Nobles whose fiefs shelter blick-ish settlements sometimes call upon infiltra-

    tors to rescue citizens captured byenemy powers or to retrieve stolenartifacts of great significance.Infiltrators do not work for money butto fulfill their sense of honor, pride,and duty to those in need.

    Hit Dice: d10.

    Requirements

    To qualify to become a blickish infil-trator, a character must fulfill all thefollowing criteria.

    Race: Blickish.Alignment: Any lawful.Base Attack Bonus: +6.Feats: Dodge, Improved Disarm, IronWill.Intuit Direction: 4 ranks.

    Move Silently: 2 ranks.

    Class Skills

    The infiltrators class skills (and thekey ability for each skill) are Balance (Dex),Bluff (Cha), Climb (Str), Craft (Int), DisableDevice (Int), Disguise (Cha), Escape Artist(Dex), Forgery (Int), Gather Information (Cha),Hide (Wis), Intimidate (Cha), Intuit Direction(Wis), Jump (Str), Listen (Wis), Move Silently(Dex), Open Lock (Dex), Profession (Wis),Search (Int), Spot (Wis), and Tumble (Dex).

    Skill Points at Each Level: 8 + Int modifier.

    Class Features

    All of the following are class features of theblickish infiltrator prestige class.

    Blink Increase: Infiltrators gain an increase inthe number of times they may blinkeach day.At 2nd level they can blinkup to four times perday; this increases to five times per day at 7thlevel and to six times per day at 10th level.

    Each time they blink, infiltrators must make aWill save (DC 10) to recover from the disori-entation of returning to the Material Plane.

    Piggyback Blink: Infiltrators learn to expandtheir blinking ability to bring others with theminto the ethereal plane and blinkback into thematerial plane. This technique increases therange of the infiltrators blink power from per-sonal to touch, allowing them to blinkwith oneother person at 1st level, two people at 5th

    B

    LICKISH

    34

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    36/173

  • 8/10/2019 Dungeons&Dragons 3.5 Legends & Lairs Mythic Races

    37/173

    CO

    IVALDS

    COIV LDS

    Coivalds are a quiet and somber race of forest-dwellers. Generally considered wise andpatient, coivalds are renowned as healers andherbalists. Coivalds give the impression thatthey are an awkward race, ungainly and slow tomove. They do move somewhat slower thanhumans due to their smaller frame, but they areneither as slow nor as ungainly as they appear.A coivalds thick fingers are sensitive andcapable of surprising manual dexterity.

    Personality: Coivalds are a calm and peacefulrace. They prefer to live in a natural settingthey love the forest best of all. They rarelygrow agitated or excited, and only the greatestthreats or the direst horrors can stir true fear inthem. Coivalds are more given to considerationthan outburst, and anger among them is all butunknown. Coivalds enjoy crafts, weaving, andcarving. Their manual dexterity allows them to

    excel in these interests