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<blockquote data-quote="Arkhandus" data-source="post: 6159344" data-attributes="member: 13966"><p><strong>New Psionic Races of Azagan</strong></p><p></p><p>The following are new psionic races found only on the continent of Azagan. I have left out some specific details on where they live or what their history is, so this is just general info on them. I plan to add two or three more races here at some point in the future, or in a separate post, but this is what I've worked on so far. The material below is Open Game Content created by me in July of 2013.</p><p></p><p>[CODE][SIZE=4][B]Table: Random Starting Ages For New Races[/B]</p><p>[I]Race Adulthood Short Training * Average Training ** Long Training ***[/I]</p><p>------------------------------------------------------------------------------------------</p><p>Avanyamira 21 years +1d6 years +2d6 years +3d6 years</p><p>Dzosjhan 8 years +1d4 years +1d6 years +2d4 years</p><p>Kestranel 12 years +1d4 years +2d4 years +3d4 years</p><p>Turoshkanyik 30 years +1d10 years +3d8 years +5d8 years</p><p>[I]* Barbarian, Rogue, Sorcerer, etc.</p><p>** Bard, Fighter, Paladin, Ranger, etc.</p><p>*** Cleric, Druid, Monk, Wizard, etc.[/I]</p><p></p><p>[B]Table: Aging Effects For New Races[/B]</p><p>[I]Race Middle Age * Old ** Venerable *** Maximum Age[/I]</p><p>------------------------------------------------------------------------------------------</p><p>Avanyamira 70 years 110 years 150 years 150+5d20 years</p><p>Dzosjhan 25 years 35 years 45 years 45+1d10 years</p><p>Kestranel 32 years 44 years 56 years 56+3d4 years</p><p>Turoshkanyik 100 years 140 years 180 years 180+10d6 years</p><p>[I]* At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.</p><p>** At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.</p><p>*** At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.[/I]</p><p></p><p>[B]Table: Random Height And Weight For New Races[/B]</p><p>[I]Race Base Height Base Weight Modifier Weight Multiplier[/I]</p><p>------------------------------------------------------------------------------------------</p><p>Avanyamira 5 ft. 10 in. 130 lbs. 2d6 x10 lbs.</p><p>Dzosjhan, male 4 ft. 4 in. 60 lbs. 2d4 x10 lbs.</p><p>Dzosjhan, female 4 ft. 10 in. 80 lbs. 2d4 x10 lbs.</p><p>Kestranel, male 5 ft. 2 in. 100 lbs. 1d10 x4 lbs.</p><p>Kestranel, female 4 ft. 11 in. 80 lbs. 1d10 x4 lbs.</p><p>Turoshkanyik, male 4 ft. 8 in. 100 lbs. 2d4 x10 lbs.</p><p>Turoshkanyik, female 4 ft. 10 in. 110 lbs. 2d4 x10 lbs.[/SIZE][/CODE]</p><p></p><p><strong>AVANYAMIRAS</strong></p><p>Found only among secluded mountains, deep canyons, and magically-solidified clouds floating over the world, this mysterious race of four-armed humanoids is little-known to the outside world and rarely seen abroad. Avanyamiras only leave their isolationist communities when pursuing knowledge that cannot be found there, despite the extensive libraries at the heart of every avanyamira settlement. Those few who know the avanyamiras speak of them as great inventors and philosophers who rarely deal with less-enlightened races, instead dealing with beings of the Elemental and Outer Planes for intelligent discourse. Avanyamiras are muscular, smart, and psionically gifted.</p><p></p><p><strong>Physical Description:</strong> A race of tall, four-armed humanoids, the avanyamiras possess four-fingered hands, four-toed feet, larger ears than humans, and a second pair of eyes above the first. Avanyamiras otherwise resemble humans, albeit with dusky or bronze-hued skin, minimal body hair, and elaborate black patterns across their skin that other races often mistake for tattoos. The avanyamira's second pair of arms sprout a few inches below their first, and they have a longer torso than humans, as well as a slightly-elongated head. An adult avanyamira stands 6 to 7 feet tall, weighing 150 to 250 pounds depending on girth and musculature, though severe obesity is practically unheard of among avanyamiras, so they generally don't exceed 250 pounds. Avanyamiras prefer loose-fitting, colorful, practical clothes.</p><p></p><p><strong>Society:</strong> Living in small, isolated villages where individual effort and self-sufficiency are emphasized, the avanyamiras are reclusive even among their own people. Contemplation, study, and tinkering occupy most of an avanyamira's free time, when he or she is not working to provide for themselves and serve the community's basic needs. There is little in the way of social, political, or military activity among their communities, which are largely monastic and oriented towards the pursuit of enlightenment. Art and music are appreciated, but largely considered secondary to more-practical activities, so the majority of social events are debates and dissertations. While the heavy emphasis on knowledge leads to technological, magical, and psionic inventions, these are rarely shared with the outside world, such that even other avanyamira communities rarely learn of these advancements. Limited automation has made life easier for avanyamiras, allowing them to spend more time on philosophical contemplation. Each village is governed by a Yamuatha, the leader of that village's monastery, and he or she is advised by a Shusaara council representing the village's different interests. The Ataan-Shusaara is chief of the farmers, herders, and hunters, while an Elsuu-Shusaara manages the village economy, the Mezu-Shusaara is in charge of the libraries and mystical matters, and a Vosaa-Shusaara oversees the village guards. The four Shusaara may overrule the Yamuatha's decisions by majority vote, but each is typically allowed to govern their own part of the village independently. Shusaara are elected every four years by their peers in the appropriate fields, but the Yamuatha can declare one candidate in each Shusaara's election as unfit for leadership, banning them for that term and requiring different candidates to run. The Yamuatha reaches his or her position only through showing proper wisdom, intellect, and leadership ability to his or her predecessor, as well as sufficient religious understanding and devotion, in part through expertise in magic or psionics as proof of his or her dedication to enlightenment. Yamuatha serve for life, or until retirement.</p><p></p><p><strong>Relations:</strong> Avanyamiras trade occasionally with halfling nomads on Azagan, along with some xeph communities, cloud giants, stone giants, or storm giants. They get along reasonably well with silver dragons and cloud dragons, who often lair on neighboring clouds or mountaintops, trading valuable goods on occasion for draconic guardianship of the area. A rare few avanyamira communities barter with dwarves or turoshkanyik. Summoning extraplanar entities is common in some avanyamira settlements, though usually for conversation rather than services or protection. Many avanyamira communities face threats from unruly giants or evil dragons on occasion, so they have studied methods of fending off such enemies.</p><p><strong>Alignment and Religion:</strong> Generally inclined towards rational thought and analysis, the avanyamiras are often lawful in alignment. Since good activities often support the stability and order of communities, it is more common for avanyamiras to be good-aligned instead of evil, but most are neutral. There are occasional deviants, but most are relegated to positions where they cannot cause much trouble. Avanyamiras believe in a karmic concept known as Yamua, which they think drives the cycle of reincarnation for all living things until they achieve true enlightenment and transcend the mortal world to become some kind of divinities known as the Yamushura. Rather than worshipping the Yamushura, who are disconnected from the mortal world, avanyamiras honor their accomplishments by seeking enlightenment for themselves while observing rituals and ceremonies in honor of the ancestors. The few divine spellcasters among their people are philosophers and revere some inhabitants of the Outer Planes to a limited degree, but do not worship anything.</p><p></p><p><strong>Adventurers:</strong> Though it is rare for avanyamiras to become adventurers, there are some who seek lore in other lands beyond their isolated communities, and others who leave merely to escape the restrictions and responsibilities of life in avanyamira villages. These individuals tend to be chaotic or sometimes evil, while those who seek foreign knowledge may perhaps be lawful, good, or neutral like most of their kind. Avanyamiras are fascinated by ancient artifacts and historical accounts, though primarily interested in practical knowledge or philosophical musings that may help them along the path of Yamua. Most avanyamira adventurers are ciphers, psions, rangers, or rogues, though some are clerics, magi, monks, wizards, or even gunslingers, and a few may belong to other classes. Violence is usually not the first choice for an avanyamira, but they won't hesitate to defend themselves and their companions from harm. Death is only an unfortunate obstacle on the path of Yamua, after all, not the end of one's journey.</p><p></p><p><strong>Racial Traits</strong>: Avanyamiras have the following game statistics:</p><ul> <li data-xf-list-type="ul"><strong>+2 Strength, -2 Dexterity, +2 Intelligence, -2 Charisma:</strong> The tall, four-armed, lean-muscled avanyamiras enjoy greater physical strength than most humans, as well as keen intellects suited to invention and the pursuit of knowledge. However, their ascetic tendencies and insular culture, with an inward focus and less socialization, makes avanyamiras relatively uncharismatic and overly stoic. Avanyamiras have more difficulty with hand-eye coordination, grace, and reflexes than humans do, being slightly clumsy with their extra limbs.</li> <li data-xf-list-type="ul"><strong>Size/Type:</strong> Avanyamiras are Medium-sized creatures of the Humanoid type and Avanyamira subtype, along with the Psionic subtype. As such, they have no special modifiers for size.</li> <li data-xf-list-type="ul"><strong>Normal Speed:</strong> 30 feet.</li> <li data-xf-list-type="ul"><strong>Focused (Ex):</strong> An avanyamira receives +2 on Autohypnosis and concentration checks, as a racial bonus. They may even use the Autohypnosis skill untrained.</li> <li data-xf-list-type="ul"><strong>Four-Armed (Ex):</strong> The avanyamira has full use of his or her 4 arms and 4 hands, allowing him or her to wield 2 additional weapons (if light or one-handed) or 1 additional two-handed weapon instead, or to carry and use other objects in their extra hands. However, only one hand is primary, making the other 3 off-hands, and any two-handed weapon wielded with two off-hands will only apply the avanyamira's normal Strength bonus to damage (not 1-1/2 times the Strength bonus; treat it as though wielded in one hand for other purposes, like Power Attack or disarm attempts). Generally, most tasks done with an off-hand suffer a -4 penalty to the roll, except damage (which simply applies one-half the Strength bonus). A grappling avanyamira may use one of his or her extra hands in the grapple for a +2 bonus to CMB and CMD for grappling purposes, or both extra hands for +4 instead, but cannot use those extra hands for anything else (not even grappling attacks) in the same rounds where he or she uses this option. An avanyamira may perform various mundane actions with their extra pair of hands at the same time as they take action with their primary hand, but this is usually limited to attacking (as described for two-weapon fighting and multi-weapon fighting) or completing one move action (besides actual movement, standing, kneeling, etc.) or free action with each off-hand simultaneously. Avanyamiras cannot effectively use additional shields on their extra arms (multiple shields would just get in the way and overlap), nor can they activate more magic items or psionic items each round (they could not trigger 4 wands at the same time, for instance, but they could reload a light crossbow in two hands while holding a torch in the third hand as well as making a single attack with their fourth hand). Aside from full attack actions that involve multiple hands, an avanyamira cannot effectively complete multiple standard actions or full-round actions simultaneously with their extra hands; they simply lack the high degree of coordination and mental prowess needed for any complex simultaneous actions with multiple limbs.</li> <li data-xf-list-type="ul"><strong>Keen Senses (Ex):</strong> All avanyamiras get a +2 racial bonus on Perception skill checks.</li> <li data-xf-list-type="ul"><strong>Naturally Psionic:</strong> The avanyamiras are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class (if any). Furthermore, they automatically learn the <em>Far Hand</em> power and may manifest it as per a psion of their character level, regardless of Intelligence, at the normal cost in power points.</li> <li data-xf-list-type="ul"><strong><em>Psi-Like Abilities (Ps):</em></strong> 1/day --- <em>Detect Psionics, Empty Mind,</em> and <em>Precognition</em>. Manifester level equals character level.</li> <li data-xf-list-type="ul"><strong>Psionic Aptitude:</strong> Whenever an avanyamira takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank.</li> <li data-xf-list-type="ul"><strong>Automatic Languages:</strong> Common and Auran. Avanyamiras with high Intelligence may select Abyssal, Aquan, Celestial, Draconic, Giant, Halfling, Ignan, Infernal, Terran, or Xeph as bonus languages.</li> </ul><p></p><p><strong>DZOSJHAN</strong></p><p>Nomadic opportunists and freelancers who eschew strong ties to any group or formal organization, dzosjhan are a peculiar race found primarily among jungles, marshes, and tropical beaches. Strange to behold, they are a hybrid race of unknown origin without any formal religion or society of their own, following simple philosophies or nature-veneration. Dzosjhan are driven by the desire for power and prestige, always looking for the best way to utilize their natural talents, so they cannot maintain anything more than small communities of their own, wandering other lands in search of work. Banditry and mercenary work are common choices for them, but dzosjhan are also capable scholars and problem-solvers. While physically meek, dzosjhan are gifted with psionic senses and several natural weapons.</p><p></p><p><strong>Physical Description:</strong> Resembling a queer blend of human, amphibian, reptile, and insect, the dzosjhan are an unusual race that only truly belong in marshlands or coastal jungles. Dzosjhan carry themselves like bipedal humanoids, but are in fact quadrupedal and possessed of six limbs besides their head and tail. Their arms and hindlegs are scaly and reptilian but end in webbed, leathery hands and feet with five digits like a human's, with hooked claws that provide some purchase on dry land. A pair of chitinous, bristly, insectile forelegs protrude from the sides of their abdomen and provide additional stability and traction for walking or climbing, but these end only in clawlike points with no digits. Each dzosjhan also sports a long, fleshy tail akin to a tadpole's, with leathery frills along the top and bottom for swimming power like an eel or tadpole. Their torso is covered in hard, chitinous plates like an insect, with a distinct lower abdomen section like all insects, limiting their flexibility above or below the somewhat-narrow waist. Dzosjhan have a stubby reptilian head, shaped almost like a monitor lizard's, though facing forward like a human. They possess the bulbous eyes of toads, the forked tongue of a snake, and an unusual arrangement of numerous, thin antennae upon their heads which resemble human hair, albeit thicker and segmented. Dzosjhan stand between 4-1/2 feet tall and 5-1/2 feet tall, weighing 80 to 160 pounds in all but the most sickly or obese cases. Their leathery hides are always some shade of blue or green with some striations of red, yellow, or violet, while scales are shades of green or brown with occasional patterns of black or white. A dzosjhan's chitin is always some shade of gray, with black or brown bristles and antennae, while their eyes are yellow, red, orange, pink, or violet. Dzosjhan prefer loose, minimalist clothes of bright hues, often garish, and they favor flashy jewelry or bright beads.</p><p></p><p><strong>Society:</strong> Independently-minded creatures that they are, dzosjhan have little in the way of society or culture among their own kind. Each individual takes on whatever job he or she feels suited towards, and may try out many different jobs until one of them works out. Supply and demand still drive the economy and job-market in dzosjhan communities, but they are nomadic and will simply travel to other communities if they cannot find an acceptable job in their own area. Dzosjhan won't hesitate to enter the settlements of other races and seek work there, but they also don't hesitate to try banditry or raiding if it suits them better. There's no such thing as a dzosjhan village, town, or city; the largest communities they can organize among themselves are hamlets. Prestige and respect are important to them, but primarily from the accumulation of wealth or power. Dzosjhan will do audacious things for these goals, but they are calculating and careful about when they take such risks. Family bonds and friendships are brief matters of convenience to dzosjhan; marriage is a foreign concept to them and mates only stay together as long as it is beneficial. Children are raised communally for a few years after the parents have ceased supporting them, and the children are expected to become independent quickly. Dzosjhan lay eggs in half-submerged nests where they incubate for several months before hatching, but dzosjhan tend their eggs carefully until that time, with parental instincts almost like those of mammals. Their young have softer bodies and little means of natural protection until a few months after hatching, so dzosjhan spend about a year raising and protecting their hatchlings before leaving them to fend for themselves. Fortunately, dzosjhan are fast learners, and possess mental talents that well exceed their physical weaknesses. They molt dead skin, scales, and chitin once each year for a few weeks around the anniversary of their hatching.</p><p></p><p><strong>Relations:</strong> In general, dzosjhan do not hold grudges nor wage wars, though some may fight as mercenaries, bandits, or pirates. They naturally think that each individual should choose his or her own way to live, and do not begrudge anyone their choices. So dzosjhan are often regarded as indifferent and easygoing people, though some of them are actually aggressive or obsessive, and some are politically active. Other races consider them flighty and annoying at times, however, so dzosjhan are not entirely without enemies as a people, and they are not universally accepted, and few people actually like having dzosjhan around. Dwarves and other stubborn or orderly races can hardly stand the presence of dzosjhan, considering them unreliable troublemakers. Orcs and goblinoids consider dzosjhan too emotionless and indifferent, though many dzosjhan actually get along well with blue goblins and vice versa. Elves, halflings, and xeph tend to be accepting of dzosjhan independence and wandering, but elves and halflings are as likely as not to be victims of dzosjhan bandits. Humans and gnomes can hardly stand them because of dzosjhan strangeness, antisocial tendencies, and unreliability. Ophiduans and dzosjhan have a mutual respect for each other in general, though not all dzosjhan are acceptable among ophiduans. Catfolk, maenads, vanarans, and vishkanyas tend to get along decently with dzosjhan and trade with them at least, occasionally employing dzosjhan workers or mercenaries. Dzosjhan are as likely as not to get along with other marsh-dwellers or jungle-dwellers, like grippli and lizardfolk.</p><p></p><p><strong>Alignment and Religion:</strong> Given their penchant for independent action, wandering, and doing whatever seems most convenient or pleasing to them, dzosjhan are usually chaotic in alignment and rarely good-aligned. Although they tend towards neutrality more than evil, they are a selfish race by nature. Very few dzosjhan are inclined towards lawful behavior, but those that do have such tendencies are consistent in them. Dzosjhan tend to be philosophical or atheist rather than worshipping anything, but some of them do practice a simple kind of nature-veneration they call Veskozhra. This belief is centered on nature as a whole being a sort of living organism with a vague proto-sentience, and being the source of all lesser life-forms. Those who die simply merge with Veskozhra again. Thus, while dzosjhan divine spellcasters are rare, they tend to be druids or rangers. There are also rare cases of dzosjhan being converted to other religions by persuasive arguments and mighty displays of power, but dzosjhan are more likely to revere psionic godminds for their power and achievements.</p><p></p><p><strong>Adventurers:</strong> Practically half of all dzosjhans are adventurers of some kind, though most only try adventuring or random dangerous jobs for a short time before trying other professions. They adventure to find excitement and glory, or to revel in the thrill of battle, or simply to put their natural talents to use and profit by them. Many go adventuring in pursuit of power and wealth, to prove themselves superior and worthy of respect. A few may go out in search of knowledge and archaeological items to satiate their curiousity, or because knowledge itself is power of a sort. It is practically unheard-of for dzosjhan to go adventuring for any other reason.</p><p></p><p><strong>Racial Traits:</strong> Dzosjhan have the following game statistics:</p><ul> <li data-xf-list-type="ul"><strong>-2 Strength, -2 Dexterity, +2 Intelligence, +2 Wisdom, -2 Charisma:</strong> The dzosjhan are physically meek and awkward compared to most other humanoids their size, but make up for it with sharp minds and strong wills. Their personalities and social skills tend to be more subdued or strange, though.</li> <li data-xf-list-type="ul"><strong>Size/Type:</strong> Dzosjhan are Medium-sized creatures of the Monstrous Humanoid type and the Psionic subtype. As such, they have no special modifiers for size. As Monstrous Humanoids, they are proficient in simple weapons.</li> <li data-xf-list-type="ul"><strong>Normal Speed:</strong> 30 feet. Dzosjhan also have a natural swim speed of 40 feet, can move in water without making Swim checks (except in unusual or extreme circumstances), and always treat Swim as a class skill.</li> <li data-xf-list-type="ul"><strong>Darkvision (Ex):</strong> Like other Monstrous Humanoids, the dzosjhan possess Darkvision as an extraordinary quality, allowing them to see up to 60 feet in dark conditions, but unable to distinguish color in such darkness.</li> <li data-xf-list-type="ul"><strong>Keen Senses (Ex):</strong> Any dzosjhan receives a +4 racial bonus on Perception skill checks, thanks to his or her oversized eyes and numerous insectile antennae.</li> <li data-xf-list-type="ul"><strong>Low-Light Vision (Ex):</strong> Dzosjhan can see twice as far as humans do in conditions of dim light.</li> <li data-xf-list-type="ul"><strong>Natural Armor:</strong> A dzosjhan's chitinous, scaly, and leathery hide grants them +1 AC as a natural armor bonus.</li> <li data-xf-list-type="ul"><strong>Naturally Psionic:</strong> The dzosjhan are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class. Furthermore, they automatically learn the <em>Detect Psionics</em> power and may manifest it as per a psion of their character level, regardless of Intelligence, at the normal cost in power points.</li> <li data-xf-list-type="ul"><strong>Natural Weapons:</strong> Dzosjhan have a bite natural weapon that deals 1d4 damage + their Strength modifier, as well as 4 claw natural weapons that each deal 1d3 damage + their Strength modifier. They are proficient in these natural weapons.</li> <li data-xf-list-type="ul"><strong><em>Psi-Like Abilities (Ps):</em></strong> 1/day --- <em>Defensive Precognition</em> and <em>Missive</em>. Manifester level equals character level.</li> <li data-xf-list-type="ul"><strong>Psionic Aptitude:</strong> Whenever a dzosjhan takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank.</li> <li data-xf-list-type="ul"><strong>Scent (Ex):</strong> A dzosjhan's sharp nose and antennae grant him or her the Scent extraordinary quality.</li> <li data-xf-list-type="ul"><strong>Stability (Ex):</strong> Thanks to their quadrupedal nature and supportive tail, dzosjhan enjoy a +4 racial bonus to Combat Maneuver Defense against bull rushes, drag attempts, and trip attempts while standing on the ground.</li> <li data-xf-list-type="ul"><strong>Automatic Languages:</strong> Common and Draconic. Dzosjhan with high Intelligence may select Aklo, Aquan, Catfolk, Goblin, Grippli, Maenad, Ophiduan, Sylvan, Vanaran, or Vishkanya as bonus languages.</li> </ul><p></p><p><strong>KESTRANEL</strong></p><p>A nomadic race of tribal predators, kestranel are seen wandering in many places to trade or pillage depending on each tribe's preference. They avoid wet or cold environments in general but also avoid overly-dry places, traveling the vast temperate and subtropical zones of the world in tribes that build temporary villages that last only a few years or less. Resembling humans in many respects, kestranel are athletic, willful, and wary folk of varied morals. They avoid mysticism in general, so their mages, priests, or psionicists often seek a place among other humanoid communities. All kestranel possess minor psionic abilities and natural weapons for self-defense, but most kestranel favor physical pursuits. Though resembling both felines and reptiles in some ways, kestranel are much more like humans.</p><p></p><p><strong>Physical Description:</strong> Appearing almost human at a glance, kestranel are distinguished by the light fur covering most of their bodies, slitted feline eyes, small fangs, reptilian claws upon their hands and feet, scales covering their forearms and forelegs, and a whiplike, reptilian tail. They otherwise have the look and shape of humans, often with long, well-groomed hair of brown, blonde, or reddish hues upon the kestranel's scalp. The rest of their fur is short and soft, generally pale in hue although some kestranel families have pantherlike fur of black or purple shades, and kestranel have catlike patterns to their fur as often as not. A kestranel's eyes are striking hues of green, blue, or amber, and their scales are dark shades of gray, brown, or green. An adult kestranel stands about 5 to 6 feet tall, lean and graceful at 80 to 140 pounds in most cases, with a 4- to 4-1/2-foot-long tail. Kestranel fashion varies widely like that of humans.</p><p></p><p><strong>Society:</strong> Preferring to stay on the move, kestranel are furtive and nomadic but not impatient, merely growing bored or wary after spending too long in one place. They live in tribes of a few dozen kestranel adults with a similar number of children, wandering the plains, forests, swamps, and hills of temperate or warm regions where they feel most-comfortable. They avoid particularly-damp places when possible, so swamps, rainforests, and coasts are rarely chosen for settlements. Although they are not primitive by any means, kestranel enjoy physical activities and exploration, so they simply do not build permanent structures nor dig anything more than shallow mines. Kestranel build small wooden shacks and towers that can be easily constructed or disassembled whenever the tribe decides to move, though often colorfully painted and decorated to match the personal preferences of each person. Beasts of burden are often used to aid in transportation and agriculture, though kestranel only make small farms and only maintain them for a year or so before the tribe moves on, using the produce to feed animals for slaughter. Reptiles are their preferred steeds or beasts of burden, while some enjoy keeping cats, monkeys, or snakes as pets. Kestranel communities are lead by a council of elders, but the tribe also elects a younger chieftain every five years to serve as the head of the council and take charge of the tribe's defense. Predatory tribes of kestranel also exist, however, who prefer to raid and pillage others. Kestranel are carnivores and can only handle small amounts of non-meat foods in their diet, so they are naturally inclined towards predation, and kestranel bandits or marauders are not uncommon. They refuse to eat intelligent races, however, and it is a serious taboo among them, punishable by a slow and agonizing death by flensing, salting, tarring, and finally burning. While kestranel feel uneasy in large groups of people, there are still a few who migrate to the cities of other humanoids, and others tend to visit big cities for brief shopping and trading trips every few years. Kestranel are known to be wise and reliable friends to those they trust, but they do not give trust easily.</p><p></p><p><strong>Relations:</strong> The kestranel get along well with catfolk, lizardfolk, and vishkanya in general, having minor similarities and gray morals for the most part, along with their predatory nature. There are serious battles between kestranel and those lizardfolk tribes who feed on fellow humanoids, however. Kestranel battle fiercely against anything that feeds upon intelligent races. They get along with some varieties of fey, depending on whether an individual kestranel is predatory or fun-loving. Ophiduans and vanarans usually trade peacefully with kestranel tribes and share mutual respect with them. Elves and halflings often get along with good or chaotic kestranel while clashing with evil or lawful ones, so their interactions and opinions are mixed. Humans and kestranel are so similar in disposition that they are just as likely to be friends as they are to be enemies. Kobolds and dzosjhan tend to clash with kestranel when they meet, and prefer to avoid one another.</p><p></p><p><strong>Alignment and Religion:</strong> Tending heavily towards neutrality, kestranel are about as varied in alignment and personality as humankind. They are just as likely to be good as they are to be evil, and only slightly more likely to be chaotic rather than lawful. They value trust and family bonds, while enjoying freedom and life on the road, but their predatory instincts lead some to acts of evil. Kestranel eschew mysticism in general, with only a simple religion known as Ranusa. This religion teaches that all things tend towards balance in the endless cycles of time, with everyone passing through the netherworld of Esturaha between cycles of reincarnation. Ranusa teaches acceptance of nature's cycles and the natural way of things, with each race expected to do whatever it is naturally inclined towards, as they will eventually be reincarnated in a completely different form and balance things out. It is a largely passive religion of limited nature-worship, but also teaches that while everything will balance out eventually, it is still necessary for people to pursue justice and balance if they want it to be meaningful and not come ages after any given misdeed has already been committed and forgotten. There is only limited acknowledgement of deities among kestranel, as something that other people look to for guidance without Ranusa. Kestranel mages and psionic masters are typically part of the simple Ranusa priesthood, and all people with mystical abilities are looked upon with some degree of suspicion or worry as well as healthy respect. There are no academies or churches for magical or psionic development in kestranel society, only individual mentors and small shrines.</p><p></p><p><strong>Adventurers:</strong> It is not uncommon for kestranel to become adventurers, wandering away from their tribes to seek out adventure, glory, or profit on their own. Although kestranel do not value material wealth as much as humans do, they do enjoy the prestige and social status given to wealthy people in other societies. Glory, fun, excitement, competition, and the challenges presented by an adventuring life are more likely to motivate kestranel. Some kestranel return to their tribes or join other ones after adventuring for awhile, however. It is especially common for kestranel with magical or advanced psionic abilities to go adventuring, as they receive more acceptance and respect among other societies than they would within kestranel society itself.</p><p></p><p><strong>Racial Traits:</strong> Kestranel have the following game statistics:</p><ul> <li data-xf-list-type="ul"><strong>+2 Dexterity, -2 Constitution, +2 Wisdom:</strong> Although slender and thin-boned, kestranel are reasonably muscular and quite nimble, with good flexibility, balance, and finesse. They are also intuitive, alert, and confident by nature.</li> <li data-xf-list-type="ul"><strong>Size/Type:</strong> Kestranel are Medium-sized creatures of the Humanoid type and the Reptilian subtype, as well as the Psionic subtype. As such, they have no special modifiers for size.</li> <li data-xf-list-type="ul"><strong>Normal Speed:</strong> 30 feet.</li> <li data-xf-list-type="ul"><strong>Low-Light Vision (Ex):</strong> Kestranel can see twice as far as humans do in conditions of dim light.</li> <li data-xf-list-type="ul"><strong>Mystic Vulnerability (Ex):</strong> All kestranel suffer from an unusual susceptibility towards mystical effects, taking a -1 racial penalty on all saving throws against magical effects and psionic effects. They also suffer 1 point more damage from such effects, whenever they are subjected to lethal or nonlethal damage from magic or psionics.</li> <li data-xf-list-type="ul"><strong>Naturally Psionic:</strong> The kestranel are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class. Furthermore, they automatically learn the <em>Catfall</em> power and may manifest it as per a psion of their character level, regardless of Intelligence, at the normal cost in power points.</li> <li data-xf-list-type="ul"><strong>Natural Weapons:</strong> Kestranel have 2 claw natural weapons that each deal 1d4 damage + their Strength modifier, as well as a tail slap secondary natural weapon that deals 1d3 damage + one-half of their Strength modifier. They are proficient in these natural weapons.</li> <li data-xf-list-type="ul"><strong>Nimble (Ex):</strong> All kestranel enjoy a +2 racial bonus on Acrobatics and Climb skill checks.</li> <li data-xf-list-type="ul"><strong><em>Psi-Like Ability (Ps):</em></strong> 1/day --- <em>Dissipating Touch</em>. Manifester level equals character level.</li> <li data-xf-list-type="ul"><strong>Psionic Aptitude:</strong> Whenever a kestranel takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank.</li> <li data-xf-list-type="ul"><strong>Automatic Languages:</strong> Common and Sylvan. Kestranel with high Intelligence may select Catfolk, Draconic, Elven, Halfling, Ophiduan, Vanaran, or Vishkanya as bonus languages.</li> </ul><p></p><p><strong>TUROSHKANYIK</strong></p><p>These belligerent humanoids are stout and ponderous, but highly social and proactive in nature, causing trouble for neighboring countries as often as they help. Preferring warm or temperate regions and low altitudes, even underground caverns in some cases, the turoshkanyik fight and trade with all manner of fellow humanoids but especially dwarves and goblinoids. They resemble humans with mild reptilian features like leathery skin and colorful frills, while possessing minor psionic abilities that suit their love of combat. Despite violent tendencies, turoshkanyik are neither bloodthirsty nor domineering, and have strong communal ties. A lone turoshkanyik is practically an anachronism, as they always seek out the company of other people and will stick by their friends to the bitter end. Entertainment and philosophy are important elements of any turoshkanyik's life, whereas wealth is only important to them as a sign of success and a means of buying good food or drink. They will gladly give up wealth for the sake of their communities, or to acquire more-prestigious trophies. A boring life is anemic to turoshkanyik, and they will risk great dangers in pursuit of glory, infamy, or excitement. Even a humble turoshkanyik farmer has at least a few good tales of fierce contests or misadventures they experienced.</p><p></p><p><strong>Physical Description:</strong> Broad and barrel-chested, turoshkanyik have short but thick humanoid limbs no longer than their torso. Their hands and feet are noticeably larger than those of humans, despite the fact that a turoshkanyik only stands about 5 to 5-1/2 feet tall besides their frills. Weighing in at 150 pounds on average, they tend to have more body fat than humans but are hardy and thick-skinned people with a leathery hide, almost like a crocodile's. However, their appearance is otherwise much like a human's, only missing earlobes and hair. They have reptilian earholes surrounded by small ridges, while instead of hair they sport reptilian frills along the top and back of their heads. These frills range from 2 to 4 inches tall on females or 5 to 8 inches tall on males, and each turoshkanyik has one, two, or three frills depending on their family bloodlines. The frills are colorful and rise or fold back depending on the individual's mood or expression. Turoshkanyik skin ranges from dark blue to purple or dark green, whereas their eyes are bright hues of yellow, orange, red, pink, or aquamarine. Their voices are deep and rumbly, and turoshkanyik have wider mouths than humans along with wider noses.</p><p></p><p><strong>Society:</strong> Despite some reptilian features, turoshkanyik mate and raise their young the same way that mammals do, and are lukewarm-blooded. They have slower metabolisms than humans do, but are capable of generating some of their own energy and body-heat without relying too much on external heat sources. Nonetheless, turoshkanyik prefer warm environments and only settle for temperate climates at worst, generally living among forests, hills, marshes, or plains, though they can also be found in some deserts, and it is not uncommon for them to live in caverns. Being very social by nature, turoshkanyik build large communities of their own or occasionally make a living in the cities of other races. Large plazas, amphitheaters, and arenas are commonplace in turoshkanyik settlements, with major communal gatherings happening daily or weekly for conversation, debates, speeches, concerts, poetry readings, storytelling sessions, boasting, parties, dance contests, eating and drinking contests, sporting events, political decision-making, public trials, war-meetings, duels, arena battles, or just brawling for fun. Disputes are often settled with a duel or team battle, though usually nonlethal. Turoshkanyik are inclined towards group decision-making and majority rule, so their communities are almost always democratic or senatorial to some degree. Leadership or representation in any given group is typically determined by physical or mental prowess, and sometimes by proxy for those who can afford stronger but loyal champions. Some leaders are great entertainers or artisans rather than warriors, mages, priests, or manifesters. Nonetheless, turoshkanyik are aggressive by nature and enjoy fighting or conquering, though not so inclined towards killing or enslaving others. Their wars or raids tend to leave more survivors than humans would, fought more for bragging rights and trophies than for ideological, political, or greedy reasons. Turoshkanyik enjoy wide-open spaces, solid construction, and good acoustics when it comes to buildings or battlegrounds. Their architecture makes heavy use of arches, domes, pillars, and buttresses, tending towards rounded shapes more often than angular ones.</p><p></p><p><strong>Relations:</strong> Turoshkanyik have an anachronistic relationship with most other races, clashing with them often but also forming strong alliances with those who have fought well or otherwise greatly impressed the turoshkanyik. Yet any alliance with the turoshkanyik is generally dependent on the leaders or combatants who most impressed them, and could break down after those individuals have perished or passed from power, unless the new leadership or new champions of their country or community show themselves to be similarly worthy of respect. In general, turoshkanyik tend to get along with dwarves, some lizardfolk, and some giants, though man-eating giants tend to grate on the merciful inclinations of turoshkanyik. Turoshkanyik respect some dragons and may even serve them, though only if the dragons are agreeable enough like brass, copper, or silver dragons tend to be. Those who don't like to chat, debate, share stories, or share jokes are likely to be avoided by turoshkanyik, although evil turoshkanyik may rarely serve evil dragons. The typical foes or rivals of turoshkanyik communities are orcs, goblinoids, troglodytes, morlocks, drow, and aberrations. Turoshkanyik sometimes get along with dromites, dzosjhan, humans, or kestranel, and sometimes fight with them. Elves, gnomes, and halflings only rarely deal with turoshkanyik, preferring to avoid the bellicose creatures.</p><p></p><p><strong>Alignment and Religion:</strong> Given their violent and boisterous tendencies, turoshkanyik are often chaotic in alignment and slightly more-likely to be evil than good. However, they also have a strong sense of community and are very devoted to friends or family, along with lacking the bloodlust or tyrannical impulses of humankind, so most turoshkanyik are neutral, and it is not rare to find good or lawful turoshkanyik. They have no particular religions of their own, respecting philosophy and simply living by their own principles, but they occasionally adopt the spiritual beliefs and practices of other people whom they have come to respect or enjoy the company of. Missionaries or proselytizers always find it difficult to convince a turoshkanyik of their religion's validiity or worth unless they persuade a sizeable group of turoshkanyik to consider and discuss it together. Only when a majority of the group feels inclined to accept their word will any of them seriously think about the priest's message, and go to the effort of finding out if his or her beliefs are worth sharing. On the other hand, turoshkanyik are quite likely to respect and venerate godminds for what they have achieved or what they represent, and a turoshkanyik is more likely to worship ascended hero-deities rather than gods or goddesses who did not achieve divine status through great deeds.</p><p></p><p><strong>Adventurers:</strong> It is somewhat rare for turoshkanyik to become adventurers, as they prefer to live in groups with their own people and maintain good relations with their friends or family, while exploring or raiding with fellow turoshkanyik. However, those who have grown up among other humanoids may pick up the desire for adventure instead of raiding, and outcasts or misfits often choose to look for glory, treasure, and great stories to prove themselves to fellow turoshkanyik one day. A few turoshkanyik communities have their youths go out on adventures together as a rite of passage. Regardless of the reason, turoshkanyik prize good stories and good trophies as the primary motivators for adventure. If something sounds boring, easy, or poor for plundering, they're not likely to go for it.</p><p></p><p><strong>Racial Traits:</strong> Turoshkanyik have the following game statistics:</p><ul> <li data-xf-list-type="ul"><strong>-2 Dexterity, +2 Constitution, +2 Charisma:</strong> Ponderous and a bit clumsy, turoshkanyik are thick-skinned and robust people with a hearty love for good food, good company, and good stories. Despite their bellicose nature, they are fierce friends to those who earn their respect.</li> <li data-xf-list-type="ul"><strong>Size/Type:</strong> Turoshkanyik are Medium-sized creatures of the Humanoid type and the Reptilian subtype, along with the Psionic subtype. As such, they have no special modifiers for size.</li> <li data-xf-list-type="ul"><strong>Slow Speed:</strong> 20 feet.</li> <li data-xf-list-type="ul"><strong>Natural Armor:</strong> A turoshkanyik's leathery hide grants them +1 AC as a natural armor bonus.</li> <li data-xf-list-type="ul"><strong>Naturally Psionic:</strong> The turoshkanyik are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class. Furthermore, they automatically learn the <em>Biofeedback</em> power and may manifest it as per a psychic warrior of their character level, regardless of Wisdom, at the normal cost in power points.</li> <li data-xf-list-type="ul"><strong><em>Psi-Like Abilities (Ps):</em></strong> 1/day --- <em>Burst, Metaphysical Weapon,</em> and <em>Telepathic Lash</em>. Manifester level equals character level, and the DC for saving throws against <em>Telepathic Lash</em> is equal to 11 + the turoshkanyik's Charisma modifier + any bonuses from augmentation.</li> <li data-xf-list-type="ul"><strong>Psionic Aptitude:</strong> Whenever a turoshkanyik takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank.</li> <li data-xf-list-type="ul"><strong>Slower Metabolism (Ex):</strong> Turoshkanyik need only 75% as much food and water as humans do, so they only use up 3/4ths of a standard ration and 1-1/2 waterskins to meet their nutritional needs each day, for example. Turoshkanyik can hold their breath for 3 rounds longer than normal before they are at risk of suffocation.</li> <li data-xf-list-type="ul"><strong>Tremorsense (Ex):</strong> A turoshkanyik feels vibrations in the ground rather acutely, and can discern more details from it than the average humanoid. They have the Tremorsense extraordinary quality, allowing them to pinpoint the location of anything (except incorporeal or insubstantial creatures, inanimate objects, and non-living creatures that are standing perfectly still and quiet) that is in contact with the ground, out to a range of 30 feet. The turoshkanyik must, of course, be conscious and in contact with the ground (or a wall, ceiling, or furnishing on the ground or connected to it) or else Tremorsense does not function. Tremorsense does not negate the miss chance for concealment.</li> <li data-xf-list-type="ul"><strong>Automatic Languages:</strong> Common and Terran. Turoshkanyik with high Intelligence may select Aklo, Draconic, Dwarven, Giant, Goblin, Orc, or Undercommon as bonus languages.</li> </ul></blockquote><p></p>
[QUOTE="Arkhandus, post: 6159344, member: 13966"] [b]New Psionic Races of Azagan[/b] The following are new psionic races found only on the continent of Azagan. I have left out some specific details on where they live or what their history is, so this is just general info on them. I plan to add two or three more races here at some point in the future, or in a separate post, but this is what I've worked on so far. The material below is Open Game Content created by me in July of 2013. [CODE][SIZE=4][B]Table: Random Starting Ages For New Races[/B] [I]Race Adulthood Short Training * Average Training ** Long Training ***[/I] ------------------------------------------------------------------------------------------ Avanyamira 21 years +1d6 years +2d6 years +3d6 years Dzosjhan 8 years +1d4 years +1d6 years +2d4 years Kestranel 12 years +1d4 years +2d4 years +3d4 years Turoshkanyik 30 years +1d10 years +3d8 years +5d8 years [I]* Barbarian, Rogue, Sorcerer, etc. ** Bard, Fighter, Paladin, Ranger, etc. *** Cleric, Druid, Monk, Wizard, etc.[/I] [B]Table: Aging Effects For New Races[/B] [I]Race Middle Age * Old ** Venerable *** Maximum Age[/I] ------------------------------------------------------------------------------------------ Avanyamira 70 years 110 years 150 years 150+5d20 years Dzosjhan 25 years 35 years 45 years 45+1d10 years Kestranel 32 years 44 years 56 years 56+3d4 years Turoshkanyik 100 years 140 years 180 years 180+10d6 years [I]* At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. ** At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. *** At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.[/I] [B]Table: Random Height And Weight For New Races[/B] [I]Race Base Height Base Weight Modifier Weight Multiplier[/I] ------------------------------------------------------------------------------------------ Avanyamira 5 ft. 10 in. 130 lbs. 2d6 x10 lbs. Dzosjhan, male 4 ft. 4 in. 60 lbs. 2d4 x10 lbs. Dzosjhan, female 4 ft. 10 in. 80 lbs. 2d4 x10 lbs. Kestranel, male 5 ft. 2 in. 100 lbs. 1d10 x4 lbs. Kestranel, female 4 ft. 11 in. 80 lbs. 1d10 x4 lbs. Turoshkanyik, male 4 ft. 8 in. 100 lbs. 2d4 x10 lbs. Turoshkanyik, female 4 ft. 10 in. 110 lbs. 2d4 x10 lbs.[/SIZE][/CODE] [B]AVANYAMIRAS[/B] Found only among secluded mountains, deep canyons, and magically-solidified clouds floating over the world, this mysterious race of four-armed humanoids is little-known to the outside world and rarely seen abroad. Avanyamiras only leave their isolationist communities when pursuing knowledge that cannot be found there, despite the extensive libraries at the heart of every avanyamira settlement. Those few who know the avanyamiras speak of them as great inventors and philosophers who rarely deal with less-enlightened races, instead dealing with beings of the Elemental and Outer Planes for intelligent discourse. Avanyamiras are muscular, smart, and psionically gifted. [B]Physical Description:[/B] A race of tall, four-armed humanoids, the avanyamiras possess four-fingered hands, four-toed feet, larger ears than humans, and a second pair of eyes above the first. Avanyamiras otherwise resemble humans, albeit with dusky or bronze-hued skin, minimal body hair, and elaborate black patterns across their skin that other races often mistake for tattoos. The avanyamira's second pair of arms sprout a few inches below their first, and they have a longer torso than humans, as well as a slightly-elongated head. An adult avanyamira stands 6 to 7 feet tall, weighing 150 to 250 pounds depending on girth and musculature, though severe obesity is practically unheard of among avanyamiras, so they generally don't exceed 250 pounds. Avanyamiras prefer loose-fitting, colorful, practical clothes. [B]Society:[/B] Living in small, isolated villages where individual effort and self-sufficiency are emphasized, the avanyamiras are reclusive even among their own people. Contemplation, study, and tinkering occupy most of an avanyamira's free time, when he or she is not working to provide for themselves and serve the community's basic needs. There is little in the way of social, political, or military activity among their communities, which are largely monastic and oriented towards the pursuit of enlightenment. Art and music are appreciated, but largely considered secondary to more-practical activities, so the majority of social events are debates and dissertations. While the heavy emphasis on knowledge leads to technological, magical, and psionic inventions, these are rarely shared with the outside world, such that even other avanyamira communities rarely learn of these advancements. Limited automation has made life easier for avanyamiras, allowing them to spend more time on philosophical contemplation. Each village is governed by a Yamuatha, the leader of that village's monastery, and he or she is advised by a Shusaara council representing the village's different interests. The Ataan-Shusaara is chief of the farmers, herders, and hunters, while an Elsuu-Shusaara manages the village economy, the Mezu-Shusaara is in charge of the libraries and mystical matters, and a Vosaa-Shusaara oversees the village guards. The four Shusaara may overrule the Yamuatha's decisions by majority vote, but each is typically allowed to govern their own part of the village independently. Shusaara are elected every four years by their peers in the appropriate fields, but the Yamuatha can declare one candidate in each Shusaara's election as unfit for leadership, banning them for that term and requiring different candidates to run. The Yamuatha reaches his or her position only through showing proper wisdom, intellect, and leadership ability to his or her predecessor, as well as sufficient religious understanding and devotion, in part through expertise in magic or psionics as proof of his or her dedication to enlightenment. Yamuatha serve for life, or until retirement. [B]Relations:[/B] Avanyamiras trade occasionally with halfling nomads on Azagan, along with some xeph communities, cloud giants, stone giants, or storm giants. They get along reasonably well with silver dragons and cloud dragons, who often lair on neighboring clouds or mountaintops, trading valuable goods on occasion for draconic guardianship of the area. A rare few avanyamira communities barter with dwarves or turoshkanyik. Summoning extraplanar entities is common in some avanyamira settlements, though usually for conversation rather than services or protection. Many avanyamira communities face threats from unruly giants or evil dragons on occasion, so they have studied methods of fending off such enemies. [B]Alignment and Religion:[/B] Generally inclined towards rational thought and analysis, the avanyamiras are often lawful in alignment. Since good activities often support the stability and order of communities, it is more common for avanyamiras to be good-aligned instead of evil, but most are neutral. There are occasional deviants, but most are relegated to positions where they cannot cause much trouble. Avanyamiras believe in a karmic concept known as Yamua, which they think drives the cycle of reincarnation for all living things until they achieve true enlightenment and transcend the mortal world to become some kind of divinities known as the Yamushura. Rather than worshipping the Yamushura, who are disconnected from the mortal world, avanyamiras honor their accomplishments by seeking enlightenment for themselves while observing rituals and ceremonies in honor of the ancestors. The few divine spellcasters among their people are philosophers and revere some inhabitants of the Outer Planes to a limited degree, but do not worship anything. [B]Adventurers:[/B] Though it is rare for avanyamiras to become adventurers, there are some who seek lore in other lands beyond their isolated communities, and others who leave merely to escape the restrictions and responsibilities of life in avanyamira villages. These individuals tend to be chaotic or sometimes evil, while those who seek foreign knowledge may perhaps be lawful, good, or neutral like most of their kind. Avanyamiras are fascinated by ancient artifacts and historical accounts, though primarily interested in practical knowledge or philosophical musings that may help them along the path of Yamua. Most avanyamira adventurers are ciphers, psions, rangers, or rogues, though some are clerics, magi, monks, wizards, or even gunslingers, and a few may belong to other classes. Violence is usually not the first choice for an avanyamira, but they won't hesitate to defend themselves and their companions from harm. Death is only an unfortunate obstacle on the path of Yamua, after all, not the end of one's journey. [B]Racial Traits[/B]: Avanyamiras have the following game statistics: [LIST][*][B]+2 Strength, -2 Dexterity, +2 Intelligence, -2 Charisma:[/B] The tall, four-armed, lean-muscled avanyamiras enjoy greater physical strength than most humans, as well as keen intellects suited to invention and the pursuit of knowledge. However, their ascetic tendencies and insular culture, with an inward focus and less socialization, makes avanyamiras relatively uncharismatic and overly stoic. Avanyamiras have more difficulty with hand-eye coordination, grace, and reflexes than humans do, being slightly clumsy with their extra limbs. [*][B]Size/Type:[/B] Avanyamiras are Medium-sized creatures of the Humanoid type and Avanyamira subtype, along with the Psionic subtype. As such, they have no special modifiers for size. [*][B]Normal Speed:[/B] 30 feet. [*][B]Focused (Ex):[/B] An avanyamira receives +2 on Autohypnosis and concentration checks, as a racial bonus. They may even use the Autohypnosis skill untrained. [*][B]Four-Armed (Ex):[/B] The avanyamira has full use of his or her 4 arms and 4 hands, allowing him or her to wield 2 additional weapons (if light or one-handed) or 1 additional two-handed weapon instead, or to carry and use other objects in their extra hands. However, only one hand is primary, making the other 3 off-hands, and any two-handed weapon wielded with two off-hands will only apply the avanyamira's normal Strength bonus to damage (not 1-1/2 times the Strength bonus; treat it as though wielded in one hand for other purposes, like Power Attack or disarm attempts). Generally, most tasks done with an off-hand suffer a -4 penalty to the roll, except damage (which simply applies one-half the Strength bonus). A grappling avanyamira may use one of his or her extra hands in the grapple for a +2 bonus to CMB and CMD for grappling purposes, or both extra hands for +4 instead, but cannot use those extra hands for anything else (not even grappling attacks) in the same rounds where he or she uses this option. An avanyamira may perform various mundane actions with their extra pair of hands at the same time as they take action with their primary hand, but this is usually limited to attacking (as described for two-weapon fighting and multi-weapon fighting) or completing one move action (besides actual movement, standing, kneeling, etc.) or free action with each off-hand simultaneously. Avanyamiras cannot effectively use additional shields on their extra arms (multiple shields would just get in the way and overlap), nor can they activate more magic items or psionic items each round (they could not trigger 4 wands at the same time, for instance, but they could reload a light crossbow in two hands while holding a torch in the third hand as well as making a single attack with their fourth hand). Aside from full attack actions that involve multiple hands, an avanyamira cannot effectively complete multiple standard actions or full-round actions simultaneously with their extra hands; they simply lack the high degree of coordination and mental prowess needed for any complex simultaneous actions with multiple limbs. [*][B]Keen Senses (Ex):[/B] All avanyamiras get a +2 racial bonus on Perception skill checks. [*][B]Naturally Psionic:[/B] The avanyamiras are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class (if any). Furthermore, they automatically learn the [I]Far Hand[/I] power and may manifest it as per a psion of their character level, regardless of Intelligence, at the normal cost in power points. [*][B][I]Psi-Like Abilities (Ps):[/I][/B] 1/day --- [I]Detect Psionics, Empty Mind,[/I] and [I]Precognition[/I]. Manifester level equals character level. [*][B]Psionic Aptitude:[/B] Whenever an avanyamira takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank. [*][B]Automatic Languages:[/B] Common and Auran. Avanyamiras with high Intelligence may select Abyssal, Aquan, Celestial, Draconic, Giant, Halfling, Ignan, Infernal, Terran, or Xeph as bonus languages.[/LIST] [B]DZOSJHAN[/B] Nomadic opportunists and freelancers who eschew strong ties to any group or formal organization, dzosjhan are a peculiar race found primarily among jungles, marshes, and tropical beaches. Strange to behold, they are a hybrid race of unknown origin without any formal religion or society of their own, following simple philosophies or nature-veneration. Dzosjhan are driven by the desire for power and prestige, always looking for the best way to utilize their natural talents, so they cannot maintain anything more than small communities of their own, wandering other lands in search of work. Banditry and mercenary work are common choices for them, but dzosjhan are also capable scholars and problem-solvers. While physically meek, dzosjhan are gifted with psionic senses and several natural weapons. [B]Physical Description:[/B] Resembling a queer blend of human, amphibian, reptile, and insect, the dzosjhan are an unusual race that only truly belong in marshlands or coastal jungles. Dzosjhan carry themselves like bipedal humanoids, but are in fact quadrupedal and possessed of six limbs besides their head and tail. Their arms and hindlegs are scaly and reptilian but end in webbed, leathery hands and feet with five digits like a human's, with hooked claws that provide some purchase on dry land. A pair of chitinous, bristly, insectile forelegs protrude from the sides of their abdomen and provide additional stability and traction for walking or climbing, but these end only in clawlike points with no digits. Each dzosjhan also sports a long, fleshy tail akin to a tadpole's, with leathery frills along the top and bottom for swimming power like an eel or tadpole. Their torso is covered in hard, chitinous plates like an insect, with a distinct lower abdomen section like all insects, limiting their flexibility above or below the somewhat-narrow waist. Dzosjhan have a stubby reptilian head, shaped almost like a monitor lizard's, though facing forward like a human. They possess the bulbous eyes of toads, the forked tongue of a snake, and an unusual arrangement of numerous, thin antennae upon their heads which resemble human hair, albeit thicker and segmented. Dzosjhan stand between 4-1/2 feet tall and 5-1/2 feet tall, weighing 80 to 160 pounds in all but the most sickly or obese cases. Their leathery hides are always some shade of blue or green with some striations of red, yellow, or violet, while scales are shades of green or brown with occasional patterns of black or white. A dzosjhan's chitin is always some shade of gray, with black or brown bristles and antennae, while their eyes are yellow, red, orange, pink, or violet. Dzosjhan prefer loose, minimalist clothes of bright hues, often garish, and they favor flashy jewelry or bright beads. [B]Society:[/B] Independently-minded creatures that they are, dzosjhan have little in the way of society or culture among their own kind. Each individual takes on whatever job he or she feels suited towards, and may try out many different jobs until one of them works out. Supply and demand still drive the economy and job-market in dzosjhan communities, but they are nomadic and will simply travel to other communities if they cannot find an acceptable job in their own area. Dzosjhan won't hesitate to enter the settlements of other races and seek work there, but they also don't hesitate to try banditry or raiding if it suits them better. There's no such thing as a dzosjhan village, town, or city; the largest communities they can organize among themselves are hamlets. Prestige and respect are important to them, but primarily from the accumulation of wealth or power. Dzosjhan will do audacious things for these goals, but they are calculating and careful about when they take such risks. Family bonds and friendships are brief matters of convenience to dzosjhan; marriage is a foreign concept to them and mates only stay together as long as it is beneficial. Children are raised communally for a few years after the parents have ceased supporting them, and the children are expected to become independent quickly. Dzosjhan lay eggs in half-submerged nests where they incubate for several months before hatching, but dzosjhan tend their eggs carefully until that time, with parental instincts almost like those of mammals. Their young have softer bodies and little means of natural protection until a few months after hatching, so dzosjhan spend about a year raising and protecting their hatchlings before leaving them to fend for themselves. Fortunately, dzosjhan are fast learners, and possess mental talents that well exceed their physical weaknesses. They molt dead skin, scales, and chitin once each year for a few weeks around the anniversary of their hatching. [B]Relations:[/B] In general, dzosjhan do not hold grudges nor wage wars, though some may fight as mercenaries, bandits, or pirates. They naturally think that each individual should choose his or her own way to live, and do not begrudge anyone their choices. So dzosjhan are often regarded as indifferent and easygoing people, though some of them are actually aggressive or obsessive, and some are politically active. Other races consider them flighty and annoying at times, however, so dzosjhan are not entirely without enemies as a people, and they are not universally accepted, and few people actually like having dzosjhan around. Dwarves and other stubborn or orderly races can hardly stand the presence of dzosjhan, considering them unreliable troublemakers. Orcs and goblinoids consider dzosjhan too emotionless and indifferent, though many dzosjhan actually get along well with blue goblins and vice versa. Elves, halflings, and xeph tend to be accepting of dzosjhan independence and wandering, but elves and halflings are as likely as not to be victims of dzosjhan bandits. Humans and gnomes can hardly stand them because of dzosjhan strangeness, antisocial tendencies, and unreliability. Ophiduans and dzosjhan have a mutual respect for each other in general, though not all dzosjhan are acceptable among ophiduans. Catfolk, maenads, vanarans, and vishkanyas tend to get along decently with dzosjhan and trade with them at least, occasionally employing dzosjhan workers or mercenaries. Dzosjhan are as likely as not to get along with other marsh-dwellers or jungle-dwellers, like grippli and lizardfolk. [B]Alignment and Religion:[/B] Given their penchant for independent action, wandering, and doing whatever seems most convenient or pleasing to them, dzosjhan are usually chaotic in alignment and rarely good-aligned. Although they tend towards neutrality more than evil, they are a selfish race by nature. Very few dzosjhan are inclined towards lawful behavior, but those that do have such tendencies are consistent in them. Dzosjhan tend to be philosophical or atheist rather than worshipping anything, but some of them do practice a simple kind of nature-veneration they call Veskozhra. This belief is centered on nature as a whole being a sort of living organism with a vague proto-sentience, and being the source of all lesser life-forms. Those who die simply merge with Veskozhra again. Thus, while dzosjhan divine spellcasters are rare, they tend to be druids or rangers. There are also rare cases of dzosjhan being converted to other religions by persuasive arguments and mighty displays of power, but dzosjhan are more likely to revere psionic godminds for their power and achievements. [B]Adventurers:[/B] Practically half of all dzosjhans are adventurers of some kind, though most only try adventuring or random dangerous jobs for a short time before trying other professions. They adventure to find excitement and glory, or to revel in the thrill of battle, or simply to put their natural talents to use and profit by them. Many go adventuring in pursuit of power and wealth, to prove themselves superior and worthy of respect. A few may go out in search of knowledge and archaeological items to satiate their curiousity, or because knowledge itself is power of a sort. It is practically unheard-of for dzosjhan to go adventuring for any other reason. [B]Racial Traits:[/B] Dzosjhan have the following game statistics: [LIST][*][B]-2 Strength, -2 Dexterity, +2 Intelligence, +2 Wisdom, -2 Charisma:[/B] The dzosjhan are physically meek and awkward compared to most other humanoids their size, but make up for it with sharp minds and strong wills. Their personalities and social skills tend to be more subdued or strange, though. [*][B]Size/Type:[/B] Dzosjhan are Medium-sized creatures of the Monstrous Humanoid type and the Psionic subtype. As such, they have no special modifiers for size. As Monstrous Humanoids, they are proficient in simple weapons. [*][B]Normal Speed:[/B] 30 feet. Dzosjhan also have a natural swim speed of 40 feet, can move in water without making Swim checks (except in unusual or extreme circumstances), and always treat Swim as a class skill. [*][B]Darkvision (Ex):[/B] Like other Monstrous Humanoids, the dzosjhan possess Darkvision as an extraordinary quality, allowing them to see up to 60 feet in dark conditions, but unable to distinguish color in such darkness. [*][B]Keen Senses (Ex):[/B] Any dzosjhan receives a +4 racial bonus on Perception skill checks, thanks to his or her oversized eyes and numerous insectile antennae. [*][B]Low-Light Vision (Ex):[/B] Dzosjhan can see twice as far as humans do in conditions of dim light. [*][B]Natural Armor:[/B] A dzosjhan's chitinous, scaly, and leathery hide grants them +1 AC as a natural armor bonus. [*][B]Naturally Psionic:[/B] The dzosjhan are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class. Furthermore, they automatically learn the [I]Detect Psionics[/I] power and may manifest it as per a psion of their character level, regardless of Intelligence, at the normal cost in power points. [*][B]Natural Weapons:[/B] Dzosjhan have a bite natural weapon that deals 1d4 damage + their Strength modifier, as well as 4 claw natural weapons that each deal 1d3 damage + their Strength modifier. They are proficient in these natural weapons. [*][B][I]Psi-Like Abilities (Ps):[/I][/B] 1/day --- [I]Defensive Precognition[/I] and [I]Missive[/I]. Manifester level equals character level. [*][B]Psionic Aptitude:[/B] Whenever a dzosjhan takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank. [*][B]Scent (Ex):[/B] A dzosjhan's sharp nose and antennae grant him or her the Scent extraordinary quality. [*][B]Stability (Ex):[/B] Thanks to their quadrupedal nature and supportive tail, dzosjhan enjoy a +4 racial bonus to Combat Maneuver Defense against bull rushes, drag attempts, and trip attempts while standing on the ground. [*][B]Automatic Languages:[/B] Common and Draconic. Dzosjhan with high Intelligence may select Aklo, Aquan, Catfolk, Goblin, Grippli, Maenad, Ophiduan, Sylvan, Vanaran, or Vishkanya as bonus languages.[/LIST] [B]KESTRANEL[/B] A nomadic race of tribal predators, kestranel are seen wandering in many places to trade or pillage depending on each tribe's preference. They avoid wet or cold environments in general but also avoid overly-dry places, traveling the vast temperate and subtropical zones of the world in tribes that build temporary villages that last only a few years or less. Resembling humans in many respects, kestranel are athletic, willful, and wary folk of varied morals. They avoid mysticism in general, so their mages, priests, or psionicists often seek a place among other humanoid communities. All kestranel possess minor psionic abilities and natural weapons for self-defense, but most kestranel favor physical pursuits. Though resembling both felines and reptiles in some ways, kestranel are much more like humans. [B]Physical Description:[/B] Appearing almost human at a glance, kestranel are distinguished by the light fur covering most of their bodies, slitted feline eyes, small fangs, reptilian claws upon their hands and feet, scales covering their forearms and forelegs, and a whiplike, reptilian tail. They otherwise have the look and shape of humans, often with long, well-groomed hair of brown, blonde, or reddish hues upon the kestranel's scalp. The rest of their fur is short and soft, generally pale in hue although some kestranel families have pantherlike fur of black or purple shades, and kestranel have catlike patterns to their fur as often as not. A kestranel's eyes are striking hues of green, blue, or amber, and their scales are dark shades of gray, brown, or green. An adult kestranel stands about 5 to 6 feet tall, lean and graceful at 80 to 140 pounds in most cases, with a 4- to 4-1/2-foot-long tail. Kestranel fashion varies widely like that of humans. [B]Society:[/B] Preferring to stay on the move, kestranel are furtive and nomadic but not impatient, merely growing bored or wary after spending too long in one place. They live in tribes of a few dozen kestranel adults with a similar number of children, wandering the plains, forests, swamps, and hills of temperate or warm regions where they feel most-comfortable. They avoid particularly-damp places when possible, so swamps, rainforests, and coasts are rarely chosen for settlements. Although they are not primitive by any means, kestranel enjoy physical activities and exploration, so they simply do not build permanent structures nor dig anything more than shallow mines. Kestranel build small wooden shacks and towers that can be easily constructed or disassembled whenever the tribe decides to move, though often colorfully painted and decorated to match the personal preferences of each person. Beasts of burden are often used to aid in transportation and agriculture, though kestranel only make small farms and only maintain them for a year or so before the tribe moves on, using the produce to feed animals for slaughter. Reptiles are their preferred steeds or beasts of burden, while some enjoy keeping cats, monkeys, or snakes as pets. Kestranel communities are lead by a council of elders, but the tribe also elects a younger chieftain every five years to serve as the head of the council and take charge of the tribe's defense. Predatory tribes of kestranel also exist, however, who prefer to raid and pillage others. Kestranel are carnivores and can only handle small amounts of non-meat foods in their diet, so they are naturally inclined towards predation, and kestranel bandits or marauders are not uncommon. They refuse to eat intelligent races, however, and it is a serious taboo among them, punishable by a slow and agonizing death by flensing, salting, tarring, and finally burning. While kestranel feel uneasy in large groups of people, there are still a few who migrate to the cities of other humanoids, and others tend to visit big cities for brief shopping and trading trips every few years. Kestranel are known to be wise and reliable friends to those they trust, but they do not give trust easily. [B]Relations:[/B] The kestranel get along well with catfolk, lizardfolk, and vishkanya in general, having minor similarities and gray morals for the most part, along with their predatory nature. There are serious battles between kestranel and those lizardfolk tribes who feed on fellow humanoids, however. Kestranel battle fiercely against anything that feeds upon intelligent races. They get along with some varieties of fey, depending on whether an individual kestranel is predatory or fun-loving. Ophiduans and vanarans usually trade peacefully with kestranel tribes and share mutual respect with them. Elves and halflings often get along with good or chaotic kestranel while clashing with evil or lawful ones, so their interactions and opinions are mixed. Humans and kestranel are so similar in disposition that they are just as likely to be friends as they are to be enemies. Kobolds and dzosjhan tend to clash with kestranel when they meet, and prefer to avoid one another. [B]Alignment and Religion:[/B] Tending heavily towards neutrality, kestranel are about as varied in alignment and personality as humankind. They are just as likely to be good as they are to be evil, and only slightly more likely to be chaotic rather than lawful. They value trust and family bonds, while enjoying freedom and life on the road, but their predatory instincts lead some to acts of evil. Kestranel eschew mysticism in general, with only a simple religion known as Ranusa. This religion teaches that all things tend towards balance in the endless cycles of time, with everyone passing through the netherworld of Esturaha between cycles of reincarnation. Ranusa teaches acceptance of nature's cycles and the natural way of things, with each race expected to do whatever it is naturally inclined towards, as they will eventually be reincarnated in a completely different form and balance things out. It is a largely passive religion of limited nature-worship, but also teaches that while everything will balance out eventually, it is still necessary for people to pursue justice and balance if they want it to be meaningful and not come ages after any given misdeed has already been committed and forgotten. There is only limited acknowledgement of deities among kestranel, as something that other people look to for guidance without Ranusa. Kestranel mages and psionic masters are typically part of the simple Ranusa priesthood, and all people with mystical abilities are looked upon with some degree of suspicion or worry as well as healthy respect. There are no academies or churches for magical or psionic development in kestranel society, only individual mentors and small shrines. [B]Adventurers:[/B] It is not uncommon for kestranel to become adventurers, wandering away from their tribes to seek out adventure, glory, or profit on their own. Although kestranel do not value material wealth as much as humans do, they do enjoy the prestige and social status given to wealthy people in other societies. Glory, fun, excitement, competition, and the challenges presented by an adventuring life are more likely to motivate kestranel. Some kestranel return to their tribes or join other ones after adventuring for awhile, however. It is especially common for kestranel with magical or advanced psionic abilities to go adventuring, as they receive more acceptance and respect among other societies than they would within kestranel society itself. [B]Racial Traits:[/B] Kestranel have the following game statistics: [LIST][*][B]+2 Dexterity, -2 Constitution, +2 Wisdom:[/B] Although slender and thin-boned, kestranel are reasonably muscular and quite nimble, with good flexibility, balance, and finesse. They are also intuitive, alert, and confident by nature. [*][B]Size/Type:[/B] Kestranel are Medium-sized creatures of the Humanoid type and the Reptilian subtype, as well as the Psionic subtype. As such, they have no special modifiers for size. [*][B]Normal Speed:[/B] 30 feet. [*][B]Low-Light Vision (Ex):[/B] Kestranel can see twice as far as humans do in conditions of dim light. [*][B]Mystic Vulnerability (Ex):[/B] All kestranel suffer from an unusual susceptibility towards mystical effects, taking a -1 racial penalty on all saving throws against magical effects and psionic effects. They also suffer 1 point more damage from such effects, whenever they are subjected to lethal or nonlethal damage from magic or psionics. [*][B]Naturally Psionic:[/B] The kestranel are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class. Furthermore, they automatically learn the [I]Catfall[/I] power and may manifest it as per a psion of their character level, regardless of Intelligence, at the normal cost in power points. [*][B]Natural Weapons:[/B] Kestranel have 2 claw natural weapons that each deal 1d4 damage + their Strength modifier, as well as a tail slap secondary natural weapon that deals 1d3 damage + one-half of their Strength modifier. They are proficient in these natural weapons. [*][B]Nimble (Ex):[/B] All kestranel enjoy a +2 racial bonus on Acrobatics and Climb skill checks. [*][B][I]Psi-Like Ability (Ps):[/I][/B] 1/day --- [I]Dissipating Touch[/I]. Manifester level equals character level. [*][B]Psionic Aptitude:[/B] Whenever a kestranel takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank. [*][B]Automatic Languages:[/B] Common and Sylvan. Kestranel with high Intelligence may select Catfolk, Draconic, Elven, Halfling, Ophiduan, Vanaran, or Vishkanya as bonus languages.[/LIST] [B]TUROSHKANYIK[/B] These belligerent humanoids are stout and ponderous, but highly social and proactive in nature, causing trouble for neighboring countries as often as they help. Preferring warm or temperate regions and low altitudes, even underground caverns in some cases, the turoshkanyik fight and trade with all manner of fellow humanoids but especially dwarves and goblinoids. They resemble humans with mild reptilian features like leathery skin and colorful frills, while possessing minor psionic abilities that suit their love of combat. Despite violent tendencies, turoshkanyik are neither bloodthirsty nor domineering, and have strong communal ties. A lone turoshkanyik is practically an anachronism, as they always seek out the company of other people and will stick by their friends to the bitter end. Entertainment and philosophy are important elements of any turoshkanyik's life, whereas wealth is only important to them as a sign of success and a means of buying good food or drink. They will gladly give up wealth for the sake of their communities, or to acquire more-prestigious trophies. A boring life is anemic to turoshkanyik, and they will risk great dangers in pursuit of glory, infamy, or excitement. Even a humble turoshkanyik farmer has at least a few good tales of fierce contests or misadventures they experienced. [B]Physical Description:[/B] Broad and barrel-chested, turoshkanyik have short but thick humanoid limbs no longer than their torso. Their hands and feet are noticeably larger than those of humans, despite the fact that a turoshkanyik only stands about 5 to 5-1/2 feet tall besides their frills. Weighing in at 150 pounds on average, they tend to have more body fat than humans but are hardy and thick-skinned people with a leathery hide, almost like a crocodile's. However, their appearance is otherwise much like a human's, only missing earlobes and hair. They have reptilian earholes surrounded by small ridges, while instead of hair they sport reptilian frills along the top and back of their heads. These frills range from 2 to 4 inches tall on females or 5 to 8 inches tall on males, and each turoshkanyik has one, two, or three frills depending on their family bloodlines. The frills are colorful and rise or fold back depending on the individual's mood or expression. Turoshkanyik skin ranges from dark blue to purple or dark green, whereas their eyes are bright hues of yellow, orange, red, pink, or aquamarine. Their voices are deep and rumbly, and turoshkanyik have wider mouths than humans along with wider noses. [B]Society:[/B] Despite some reptilian features, turoshkanyik mate and raise their young the same way that mammals do, and are lukewarm-blooded. They have slower metabolisms than humans do, but are capable of generating some of their own energy and body-heat without relying too much on external heat sources. Nonetheless, turoshkanyik prefer warm environments and only settle for temperate climates at worst, generally living among forests, hills, marshes, or plains, though they can also be found in some deserts, and it is not uncommon for them to live in caverns. Being very social by nature, turoshkanyik build large communities of their own or occasionally make a living in the cities of other races. Large plazas, amphitheaters, and arenas are commonplace in turoshkanyik settlements, with major communal gatherings happening daily or weekly for conversation, debates, speeches, concerts, poetry readings, storytelling sessions, boasting, parties, dance contests, eating and drinking contests, sporting events, political decision-making, public trials, war-meetings, duels, arena battles, or just brawling for fun. Disputes are often settled with a duel or team battle, though usually nonlethal. Turoshkanyik are inclined towards group decision-making and majority rule, so their communities are almost always democratic or senatorial to some degree. Leadership or representation in any given group is typically determined by physical or mental prowess, and sometimes by proxy for those who can afford stronger but loyal champions. Some leaders are great entertainers or artisans rather than warriors, mages, priests, or manifesters. Nonetheless, turoshkanyik are aggressive by nature and enjoy fighting or conquering, though not so inclined towards killing or enslaving others. Their wars or raids tend to leave more survivors than humans would, fought more for bragging rights and trophies than for ideological, political, or greedy reasons. Turoshkanyik enjoy wide-open spaces, solid construction, and good acoustics when it comes to buildings or battlegrounds. Their architecture makes heavy use of arches, domes, pillars, and buttresses, tending towards rounded shapes more often than angular ones. [B]Relations:[/B] Turoshkanyik have an anachronistic relationship with most other races, clashing with them often but also forming strong alliances with those who have fought well or otherwise greatly impressed the turoshkanyik. Yet any alliance with the turoshkanyik is generally dependent on the leaders or combatants who most impressed them, and could break down after those individuals have perished or passed from power, unless the new leadership or new champions of their country or community show themselves to be similarly worthy of respect. In general, turoshkanyik tend to get along with dwarves, some lizardfolk, and some giants, though man-eating giants tend to grate on the merciful inclinations of turoshkanyik. Turoshkanyik respect some dragons and may even serve them, though only if the dragons are agreeable enough like brass, copper, or silver dragons tend to be. Those who don't like to chat, debate, share stories, or share jokes are likely to be avoided by turoshkanyik, although evil turoshkanyik may rarely serve evil dragons. The typical foes or rivals of turoshkanyik communities are orcs, goblinoids, troglodytes, morlocks, drow, and aberrations. Turoshkanyik sometimes get along with dromites, dzosjhan, humans, or kestranel, and sometimes fight with them. Elves, gnomes, and halflings only rarely deal with turoshkanyik, preferring to avoid the bellicose creatures. [B]Alignment and Religion:[/B] Given their violent and boisterous tendencies, turoshkanyik are often chaotic in alignment and slightly more-likely to be evil than good. However, they also have a strong sense of community and are very devoted to friends or family, along with lacking the bloodlust or tyrannical impulses of humankind, so most turoshkanyik are neutral, and it is not rare to find good or lawful turoshkanyik. They have no particular religions of their own, respecting philosophy and simply living by their own principles, but they occasionally adopt the spiritual beliefs and practices of other people whom they have come to respect or enjoy the company of. Missionaries or proselytizers always find it difficult to convince a turoshkanyik of their religion's validiity or worth unless they persuade a sizeable group of turoshkanyik to consider and discuss it together. Only when a majority of the group feels inclined to accept their word will any of them seriously think about the priest's message, and go to the effort of finding out if his or her beliefs are worth sharing. On the other hand, turoshkanyik are quite likely to respect and venerate godminds for what they have achieved or what they represent, and a turoshkanyik is more likely to worship ascended hero-deities rather than gods or goddesses who did not achieve divine status through great deeds. [B]Adventurers:[/B] It is somewhat rare for turoshkanyik to become adventurers, as they prefer to live in groups with their own people and maintain good relations with their friends or family, while exploring or raiding with fellow turoshkanyik. However, those who have grown up among other humanoids may pick up the desire for adventure instead of raiding, and outcasts or misfits often choose to look for glory, treasure, and great stories to prove themselves to fellow turoshkanyik one day. A few turoshkanyik communities have their youths go out on adventures together as a rite of passage. Regardless of the reason, turoshkanyik prize good stories and good trophies as the primary motivators for adventure. If something sounds boring, easy, or poor for plundering, they're not likely to go for it. [B]Racial Traits:[/B] Turoshkanyik have the following game statistics: [LIST][*][B]-2 Dexterity, +2 Constitution, +2 Charisma:[/B] Ponderous and a bit clumsy, turoshkanyik are thick-skinned and robust people with a hearty love for good food, good company, and good stories. Despite their bellicose nature, they are fierce friends to those who earn their respect. [*][B]Size/Type:[/B] Turoshkanyik are Medium-sized creatures of the Humanoid type and the Reptilian subtype, along with the Psionic subtype. As such, they have no special modifiers for size. [*][B]Slow Speed:[/B] 20 feet. [*][B]Natural Armor:[/B] A turoshkanyik's leathery hide grants them +1 AC as a natural armor bonus. [*][B]Naturally Psionic:[/B] The turoshkanyik are naturally psionic and gain Wild Talent as a bonus feat at 1st-level, which is replaced with the Psionic Talent feat if they acquire a level in any psionic class. Furthermore, they automatically learn the [I]Biofeedback[/I] power and may manifest it as per a psychic warrior of their character level, regardless of Wisdom, at the normal cost in power points. [*][B][I]Psi-Like Abilities (Ps):[/I][/B] 1/day --- [I]Burst, Metaphysical Weapon,[/I] and [I]Telepathic Lash[/I]. Manifester level equals character level, and the DC for saving throws against [I]Telepathic Lash[/I] is equal to 11 + the turoshkanyik's Charisma modifier + any bonuses from augmentation. [*][B]Psionic Aptitude:[/B] Whenever a turoshkanyik takes a level in any favored class, he or she may choose to gain 1 additional power point instead of a hit point or skill rank. [*][B]Slower Metabolism (Ex):[/B] Turoshkanyik need only 75% as much food and water as humans do, so they only use up 3/4ths of a standard ration and 1-1/2 waterskins to meet their nutritional needs each day, for example. Turoshkanyik can hold their breath for 3 rounds longer than normal before they are at risk of suffocation. [*][B]Tremorsense (Ex):[/B] A turoshkanyik feels vibrations in the ground rather acutely, and can discern more details from it than the average humanoid. They have the Tremorsense extraordinary quality, allowing them to pinpoint the location of anything (except incorporeal or insubstantial creatures, inanimate objects, and non-living creatures that are standing perfectly still and quiet) that is in contact with the ground, out to a range of 30 feet. The turoshkanyik must, of course, be conscious and in contact with the ground (or a wall, ceiling, or furnishing on the ground or connected to it) or else Tremorsense does not function. Tremorsense does not negate the miss chance for concealment. [*][B]Automatic Languages:[/B] Common and Terran. Turoshkanyik with high Intelligence may select Aklo, Draconic, Dwarven, Giant, Goblin, Orc, or Undercommon as bonus languages.[/LIST] [/QUOTE]
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