Table of Contents
Elves in human lands are generally considered spies, and looked upon with great suspicion. Players choosing to run an elf character must have a foolproof disguise and method for escape at all times.
Elves occasionally travel through human lands, but rarely stay for any extended period of time. A PC may be the exception to the rule, but will never let other races know the secrets of their homeland. Elves live for thousands of years and have knowledge of the world that humans will never attain. They are aloof and secretive and generally keep to themselves. The majority of elves live within the protective confines of the Silent Forest to the south of the Klavek Kingdom. The Silent Forest is a magical place where humans are forbidden, and those who have ventured into the forest never return. An elf cannot willingly give up the secrets of her homeland even if tortured, magically manipulated, or even psionically attacked. Most elves choose either the path of magic or nature and given the seemingly endless life they are gifted, excel marvelously in either.
Typical Class: Wizard or Druid
Elf Skill Modifiers
+2 to the Bluff & Disguise skills.
-2 to the Intimidate, Diplomacy & Sense Motive skills while interacting with humans.
ELF RACIAL TRAITS
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Pradjna is the only country on the continent which contains a large population of gnomes. Pradjna gnomes are studious, inventive, and are responsible for almost every technological advancement on the main continent including the newest and most promising invention: Steam Power. The ancestors of the Pradjna gnomes originally hailed from another continent although none who live here now have any record of their past nor connection to their mysterious and distant homeland.
Recent advancements in steam power research have inspired the construction of steam powered trains, a transportation device which the gnomes have begun testing within the confines of Pradjna.
Typical Class: Tinkerer
Gnome Skill Modifiers
+4 to Craft: 1 type
+4 Knowledge: Engineering
+2 Profession: 1 type
-4 to Bluff, Handle Animal, and Intimidate.
GNOME RACIAL TRAITS
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
The twin disasters of the Great Schism and Hoyrall Wars decimated the halfling population in Aventyr. Large portions of their island home of Picollo far to the southeast remain uninhabited. Enclaves of exiles across the breadth and width of Aventyr have exposed many nations and races to the existence of halflings, but many isolated folk often perceive them as children or humans of stunted growth.
Halflings bear scant trust for the other races of Aventyr, especially humans, whom they view as feckless and faithless. Halflings from exiled backgrounds are more likely to be trusting of non-halflings and tend to hold more true to the ancient ways and happy-go lucky traditions of halfling society. Those whose families suffered during the Hoyrall Wars and enslavement are more prone to pragmatism. This practical outlook has begun to erode the traditional paths of fellowship and community. Though fragile, a bond does still remain between all halflings; it is taboo for one halfling to kill another even under dire circumstances; those that do face banishment. When banding together in groups halflings are a force to be reckoned with.
Typical Class: Rogues are popular amongst halflings, but many veterans of the Hoyrall Wars, or sons and daughters of veterans hold positions of influence, making fighter or ranger (usually slingers) a popular choice. Arcanists are more often sorcerers than wizards, although some halflings guard a legacy of magic learned from Zwerc mages during the wars. The crooked path of modern halfling society makes paladins rare (although cavaliers continue to train). Clerics are rare owing to loss of faith and religious knowledge. Only scions of the most traditional families follow the path of the Mother Spirit; modern halflings have turned away from devout worship of the Great Mother and seek their own truths. These "fallen leaves" stray from the path due to ignorance more than ominous design.
New Racial Trait
Halflings in Aventyr follow ancient traditions of fellowship and community, and often work well together to accomplish difficult tasks, although lately this co-operation stems from desperation rather than a true sense of community. All halflings and halfling subraces add the following trait:
Skill Assist (2 RP) When using the Aid Another action to assist another halfling with a skill check, a halfling provides a +3 bonus toward the success of the skill check instead of the standard +2. In tight quarters where space does not normally permit the use of the Aid Another action, at least one additional halfling may add this bonus anyway, as there is always a story or tale from halfling lore that can inspire or provide insight to the task at hand. If any other races attempt to join in on the skill check, all modifiers provided by assisting halflings are nullified.
Example: Joruni is attempting a Disable Device skill check on a locked treasure chest. Luli wishes to help. She stands behind the rogue, steadying his shoulders (+3 bonus). Gerigindan can't help with the physical lock, but chuckles and steps up to help with moral support (+3 bonus).
Example: Joruni, Luli, and Gerigindan support their cousin Perren as he tries to negotiate a better price on an adamantine sword (Diplomacy). All three halflings succeed on their Aid Another check, granting a +9 bonus to the check. The half-orc barbarian Rusk tries to be helpful as they are closing the deal comparing the weapon to his own in an attempt to gratify the merchant. Perren loses the +9 bonus from his cousins, but can still gain a +2 on the check if Rusk succeeds at his Aid Another roll.
Languages: Halflings in Aventyr begin play speaking Common and Halfling (otherwise known as Picollish). Halflings with high Intelligence scores can choose from the following: Dwarven, Gnome, Goblin and Sylvan.
HALFLING RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Half-Elves are the rarest of all races and distrusted even more than Half-Orcs. Elves and Humans have long led distinctly different lives in separate parts of the world. Although it is extremely rare for an Elf to leave the sanctity of the Silent Forest, it is even rarer for an Elf to find love with a Human. Typically a Half-Elf is born when an Elf adventurer finds a human companion who can match their demanding intellect and worldly knowledge. In some cases an Elf is kidnapped while in Klavek lands where a Human male has his way with her before she escapes to return to the Silent Forest. Bringing Human blood into the Silent Forest is forbidden, thus the Half-Elf baby is banished once born and adopted by Human parents willing to take on such a burden.
Half-Elves usually live out their lives in solitude never knowing where they belong. Most hide their heritage or live in dangerous places where people rarely go, preferring life as a hermit over the stresses of living in villages or cities.
Typical Class: Druid or Sorcerer
Half-Elf Skill Modifiers
+2 to Disguise, Escape Artist, and Survival
-2 to Diplomacy & Sense Motive
HALF-ELF RACIAL TRAITS
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Half-Orcs are the result of orc raids on remote Klavekian settlements and looked upon with mistrust and disgust. Generally a widow raises her half-orc offspring in the harsh wilderness outside of town. Because of this most half-orcs tend to flounder awkwardly in social situations yet prosper in a harsh wilderness environment.
Typical Class: Barbarian
Half-Orc Skill Modifiers
-1 to Bluff, Diplomacy, Perform, and Sense Motive
+2 to Climb & Survival
HALF-ORC RACIAL TRAITS
+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
The Klavekians & Vikmordere share a common ancestor yet neither populace is aware of this fact due to hundreds of years of manipulation by the powerful Klavek Kingdom Monarchy. The Klavekians are similar to Tsarist Russians and the Vikmordere are similar to the Viking raiders & northern Native Americans of our world. Both are unique and evolved independent of one another.
HUMAN RACIAL TRAITS
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
The Klavek Kingdom is similar to Tsarist Russia. Klavekians are a hearty steadfast people who have been dealt impossible odds and found ways to cope. The climate in the Klavek Homeland is sub-arctic most of the year and in some places, all year round. Over thousands of years, the weak have died out while the strong have prospered, leaving a people able to withstand cold temperatures and sometimes go for days at a time without food or water. Although wilderness travel is rarer for those living in big cities, all Klavekians at one time or another must make overland journeys at which point they experience what it truly means to be Klavekian. The Klavek Kingdom retains a massive military presence which dominates the known world. The boundaries of the Klavek Kingdom stretch from the northern tip of the continent all the way south to the edge of the Silent Forest. Every single Klavek citizen is required to train in the use of a sword, women included.
Klavekians are an extremely paranoid people and in most cases fear that which they do not understand.
Typical Class: Fighter
Klavekian Human Skill Modifiers
+2 to Survival
-4 to any Charisma based skill checks when interacting with any non-dweorg or non-human
Proficiency in normal one-handed swords regardless of class
The Vikmordere are a cross between the northern Native Americans and Vikings of our world with a culture deeply seeded in nature and reverence of the "Ancestor Spirit".
The Vikmordere live in a pseudo-country of the same name, located deep in the Vikmordere Valley and surrounded by steep, snow covered mountains. The inside of the valley contains the world's largest glacial lake named Serpent Lake. Serpent Lake meanders for hundreds of miles before emptying out into the Serpent Tail River and the country known as the Klavek Kingdom.
Vikmordere are skilled raiders, warriors, rangers, druids, and shipbuilders. There are many different tribes located within the valley, all of which vie for power from time to time.
Brief History: After the Vikmordere launched numerous routine raids on Klavekian villages, King Tokolvor Klavek XIII ordered troops into the mountains to oust the Vikmordere from their own land. The Vikmordere had been using Rybalka, a village of tribal fishermen and woodworkers as a base of operations for their attacks on the three Riverside Klavekian villages. The village of Rybalka also works a local iron mine which supplied ore for the Vikmordere weapons and shipbuilding tools.
The Klavek Kingdom Monarchy moved troops into the Vikmordere Valley and launched an arduous assault against the Vikmordere in hopes of securing this strategic location and obtaining the lucrative iron mine. After many failed attempts and the death of hundreds of Klavekian ground troops, the Klavek Kingdom was finally able to oust the Vikmordere raiders and take over the small village and local mine. In order to hold the location, additional troops were brought in to clear the mountainside forests of the rest of the Vikmordere warriors which resulted in horrible casualties for the Klavekians. Eventually though, almost every Vikmordere in a 15 mile radius was slaughtered. A few Vikmordere survived by hiding in abandoned ruins and mountain caves, which were passed up by the Klavek Kingdom soldiers seeing as it was impossible to follow every possible lead in such a large territory.
The majority of the Vikmordere people still thrive in the mountains and in the deep recesses of the winding Serpent Lake, waiting for the day when a great Vikmordere champion rises up to lead them to victory and reclamation of their ancestor's land and the village now called "Rybalka" by the filthy Klavs.
Typical Class: Barbarian
All Vikmordere receive a Seax as a free weapon which does damage similar to a dagger.
Vikmordere Humans must choose from one of the following 3 options:
Option 1: Ancestral Shaman
+2 Knowledge: Nature of Vikmordere Valley & Knowledge: History of the Ancestor People
-2 Bluff & Intimidate
Option 2: Raider (Viking)
+2 Craft: Shipbuilding, Intimidate, Knowledge: Geography of Serpent Lake, and Swim
-2 Diplomacy & Ride
Option 3: Ranger
+2 Climb & Knowledge: Geography of Vikmordere Valley
-2 Bluff, Diplomacy, and Sense Motive
New Race: Reanimate (Timaeus)
Blurring the line between living, undead, and construct, a reanimate is a creature made from a reanimated corpse, often stitched back together and then invigorated with a specialized motive capacitor. They do share many traits with their unliving counterparts, but reanimates typically remember their past lives and are able to understand complex instructions (and even learn). However they are fragile, not healing naturally and immune to common magics that repair either the living or the dead.
Physical Description: Reanimates look very similar to the people they were before being reanimated, though often slightly shorter. They each share two telltale features, however; the first is that their bodies are stitched together to a lesser or greater extent with metallic thread; and the second is that over where their heart would be is instead a glowing glass and steel construction, a variant motive capacitor embedded directly into their flesh.
Society: As a created race, reanimates have no real society to call their own. They take well to whatever culture they are created in, especially if it is the same where their original selves once lived. Reanimates form close bonds with kin in the same groups as themselves, but though these ties are strong they are also simple: reanimates are “born” into adult bodies with only a modicum of memory what that means, and until they have lived for some time many have difficulty forming complex relationships.
Relations: While they are rarely treated poorly, neither are reanimated considered fully equal to the truly living. They are often “born” into servant or warrior positions and it is the only life most ever know. Some rebel, of course—typically those who retain more of their former memories. These reanimates struggle against the will and edicts of their creators, but once free they can easily live within Timean society.
Alignment and Religion: Reanimates do not have souls and are universally unconcerned with matters of religion or the gods. Though some few do find faith, most believe their own business and that of the gods are unrelated. Instead they focus on the material world around them, mastering the laws and structure therein. Nearly all reanimates are Lawful, and most are also Neutral.
Adventurers: Reanimate adventurers are either those created with war in mind, or servants that have escaped some other life by force or guile. Those without patrons capable of rebuilding them many of these individuals are extremely cautious, knowing that their strengths and weaknesses both lie in their unliving bodies, ever aware of the threat of looming destruction. Most reanimate adventurers focus on accomplishing as much as possible before their bodies give out on them; they favor martial classes like fighters and rangers, and typically shun divine classes like paladins and clerics. Note that not only does common divine healing not provide any aid (or hit points), but their faithlessness often makes them poor stewards of holy power.
Reanimate Names: Reanimates can be named as common to the culture they were created in, based on their original name, or through some sort of series (such as M1, M2, M3), depending on their creators. In Timaeus, reanimates are typically given Timean first names and have no last name.
REANIMATE RACIAL TRAITS
+2 to One Ability Score: Reanimate characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Formerly Another: Reanimates are created by using the body of a formerly living individual and possess both the construct type and a humanoid subtype. When a reanimate is created, choose one humanoid subtype. The reanimate is considered an augmented humanoid with that subtype, as well as a construct, for purposes of classes and abilities that rely on race.
Medium: Reanimates are Medium creatures and gain no bonuses or penalties due to their size.
Normal Speed: Reanimates have a base speed of 30 feet.
Not Truly Alive: Reanimates have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a reanimate as having a score of 10 (no bonus or penalty). Instead of a Constitution bonus to hit points, reanimates gain 20 bonus hit points at character creation. Reanimates are also immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not Truly Dead: Reanimates’ minds are fragments of their once living bodies, their physical forms and psyches held together by magic. This grants them a +4 bonus on all saving throws against mind-affecting effects.
Innately Fragile: Reanimates cannot heal damage on their own, but can be repaired via exposure to certain effects. A mending spell cast on a reanimate heals 1d4 hp, but cannot repair a reanimate above 50% of its hit points. Cure spells function on a reanimate, but always heal the minimum amount. Reanimates regain hit points normally by spells such as make whole. They cannot benefit from fast healing or regeneration effects.
Tireless: Reanimates are not subject to fatigue, exhaustion, or nonlethal damage.
Just a Shell: Reanimates do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Once destroyed, they cannot be raised or resurrected, but they can be rebuilt by the same means that created them (this process is effectively the same as spells such as raise dead or resurrection, but requires specialized equipment not normally available outside Timean laboratories and worth at least 50,000 gp.)
Limited Physical Exception: Reanimates do not sleep, but they do need to eat and breathe (though in limited capacity) and they can always partake to gain benefits from these activities. For instance, reanimates can sleep in order to regain spells, but it is not required to survive or stay in good health. Reanimates gain a +4 bonus on all checks and saves to hold their breath or resist starvation, and require only half as much food as normal living creatures.
Languages: Reanimates begin knowing Common and one language chosen by their creator.
ALTERNATE RACIAL TRAITS
Built For Work: There are reanimates simply built for physical labor more than others of their kind. They receive an additional +4 racial bonus to Strength, but must eat, sleep and drink to maintain their increased body mass. This racial trait replaces the +2 to one ability score and limited physical exemption.
Exceptionally Durable: Some reanimates are designed to take an enormous amount of punishment—either through combat or otherwise dangerous work. These reanimates have DR 5/magic, but this specialized durability makes them slow. These reanimates have a base speed of 20 ft. This racial trait replaces +2 to one ability score and normal speed.
Ressurected: The purpose of some reanimates are are to be a limited means of returning a loved one to life, or as a way to resurrect individuals without their permission. These reanimates retain most of the memories of their former life, and gain a +2 racial bonus to two skills of their choice. This racial trait replaces not truly dead.
FAVORED CLASS OPTIONS
Fighter: Add +1/2 to to the fighter’s save bonuses from bravery.
Monk: Add a +1/2 bonus to the monk's saving throws to resist death attacks.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Summoner: Add +1 hit point to the summoner's eidolon.
Primordial Beastmen of the Endless Caves
These are the children of the dreaded, winged, nightmare beasts of the Underworld, the ahool. Compared to their elders they are considerably smaller and less of a threat, but denizens of the depths would find reason to disagree. The demanding life of ahool society irons out the failings and weaknesses of these youthful creatures quickly, but when one is led too far astray or abandoned by their tribe, they pursue whatever path life provides for them (sometimes never reaching their full primal potential). Small collectives of ahooling are said to live outside the incredibly fierce societies of the predatorial ahool, eschewing the bestial traditions of their greater cousins.
AHOOLING RACIAL TRAITS
+2 Str, -2 Int, +2 Cha: Unlike their elder counterparts, ahooling are not particularly intelligent, but their bodies are prodigiously strong and their presence is potent.
Ahool: Ahoolings are monstrous humanoids.
Medium: Ahoolings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Ahoolings have a base speed of 30 feet on land.
Darkvision: Ahoolings can see in the dark up to 60 feet.
Underworld Resistances: Ahoolings have cold resistance 5 and sonic resistance 5.
Natural Weapon: An ahooling has a bite attack that deals 1d4 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons or making natural attacks otherwise.
Vestigial Wings: Ahooling have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.
Light Blindness: Abrupt exposure to bright light blinds ahoolings for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Languages: Ahoolings begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Celestial, Dwarven, and Undercommon.
"We are the radiant, we are the eternal. We are the scourge of the undead, the salvation of the meek and downtrodden. By our light you shall know us. By our gleaming skin, our radiant stride. We bring deliverance and an end to the unliving threat that plagues your lands. Some call us the Shining Ones, others the Luminaires or Luxites" still more name us Krystallerne, Eðalsteinn or Gimsteinnmenn—we prefer Colliatur. Choose freely for we judge you not, for we are your salvation."
Colliatur are Aventyrians that drank from waters carrying a pathogen designed by one of the world’s first masters of magic, Udødelig, released through Underworld streams and to the surface above. These microorganisms cannot completely stop the advance of the alien biology’s invasion of a host body, but they do prevent them from becoming completely sublimated to the otherworldly entity’s will. The limited time available to the undead wizard prevented wide dispersal of the anti-colloid virus, leaving the extraterrestrial sentience puzzled by how any creature can resist its psyche (there is a 1% chance that a PC has been exposed to this otherwise benign virus and is immune to the detrimental effects of the colloid). Colliatur are often found leading the subjects of the colloid—their independence proving to be an attracting force to the alien’s thralls—and may be encountered anywhere in the Underworld or Upperworld.
COLLIATUR RACIAL TRAITS
+2 to One Ability Score: Colliatur are often humans* and receive a +2 racial bonus to one ability score of their choice at character creation.
*Other races have been known to be similarly affected by the colloid; in these instances, change type and ability score modifiers, removing all racial traits and replacing them with those below.
Outsider: Colliatur are all have the Outsider (native) type in addition to being humanoids.
Medium: Colliatur are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Colliatur have a base speed of 30 feet.
Darkvision: Colliatur can see in the dark up to 60 feet.
Crystal Form: The crystalline biology integrated into the colliatur grant them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Deathless Spirit: Colliatur gain resistance 5 against negative energy damage, and do not lose hit points when they gain a negative level. They receive a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Stone in the Blood: Colliatur gain fast healing 2 for 1 round anytime they take acid damage. They can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Sociable: When a colliatur attempts to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Arcane Focus: Colliatur gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Envoy: Colliatur with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, read magic. The caster level for these effects is equal to the colliatur’s character level.
Hatred: Colliatur receive a +1 racial bonus on attack rolls against creatures of the undead type.
Sonic Energy Weakness: Colliatur have resistance to negative energy from their partially alien physiology, but they become vulnerable to sonic energy because of it. They take half again as much (50%) damage from sonic energy, regardless of whether a saving throw is allowed or if the save is a success or failure.
Language: Colliatur begin play speaking Common and Undercommon.
The Underworld’s Undead Denizens
These small stone skeletons caper about the Underworld, living immortal lives of abandon and casual investigation wherever they go. The only known locale that dødelig are sure to be found is the corpse of the Dracoprime—a mountainous subterranean expanse made from the draconic idol’s dead body, buried far below the surface of Aventyr. The only things they take seriously are the uncovering of more of their kin and avoiding the colloid, an alien entity intent on the destruction of all undead.
DØDELIG RACIAL TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Dødelig are quick and perceptive, but physically weak.
Not Quite Undead Yet: Dødelig are small skeletons made of calcified stone. They do not receive a Constitution score and instead use their Charisma score when calculating hit points, Fortitude saves and any special ability that relies on Constitution. They are immune to all, bleed damage, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, exhaustion, fatigue, energy drain, damage to any physical ability scores, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Dødelig are harmed by positive energy and healed by negative energy; they do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer. They are unaffected by raise dead and reincarnate spells and abilities, and when targeted with a resurrection or true resurrection spell, they are turned into a halfling. Unlike standard undead, dødelig do not have immunity to mind-affecting effects; when targeted by a mind-affecting effect, a dødelig is considered to be a halfling (thus charm person and similar spells can be used to target dødelig).
Small: Dødelig are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Speed: Dødelig are quick on their feet and have a base speed of 30 feet.
Darkvision: Dødelig can see in the dark up to 60 feet.
Skeletal Damage Reduction: The undead nature of the dødelig grant them Damage Reduction 5/bludgeoning.
Stonecunning: Dødelig receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Stone Body: If targeted by a spell that disrupts or otherwise transforms stone (such as soften earth and stone, transmute rock to mud and stone to flesh), a dødelig takes damage equal to the caster level plus the spell level and is slowed as per the spell for a number of rounds equal to spell level. A Fortitude save (DC equal to 10 + spell level + spellcaster’s spellcasting attribute modifier) reduces this damage to half and negates the slow effect.
Light Blindness: Abrupt exposure to bright light blinds dødelig for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Vulnerability to Sunlight: A dødelig takes 1 point of Charisma damage after every hour it is exposed to sunlight. When their Charisma score is reduced to 0 or below, a dødelig is destroyed.
Dark and Light: Once per day as an immediate action, a dødelig can treat negative and positive energy as if it were a living creature, taking damage from negative energy and healing damage from positive energy. This ability lasts for 1 minute once activated.
Languages: Dødelig begin play speaking Common and Undercommon. Dødelig with high Intelligence scores can choose from the following list: Draconic, Dwarven, Elven, and Halfling.
Mutated Ancestors of the Rulers of the Underworld
The draaki were once a proud race of enchanted beings that ruled over the Underworld without peer, taming even the great dragons. Their entire species, however, came to a calamitous end and were transformed in a disastrous series of events that took them from the heights of power to the depths of negligence, their civilizations gone and their peoples reduced to a nomadic existence in the endless caves of Aventyr. The draaki’s strong resemblance to their former slaves grants them formidable abilities, but also marks them to other Underworlders as the failed race, considered weak and ripe for abuse.
DRAAKI RACIAL STATISTICS
+2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom: The spawn of an ancient, unknown race and dragons, draaki are extremely well-built. Unfortunately, the cataclysmic alterations of their race has slightly damaged their minds, and many of their elders are last seen going on The Long Walk, bereft of their senses and left to wander the Underworld until they meet their end.
Draaki: Draaki are medium humanoids with the reptilian subtype.
Medium: Draaki receive no bonuses or penalties for their size.
Speed: Draaki have a base speed of 30 feet and the yuralith subtype can glide.
Darkvision: Draaki can see in the dark up to 60 feet.
Light Blindness: Abrupt exposure to bright light blinds draaki for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Change Shape: Draaki can assume the appearance of a drow. The creature gains a +10 racial bonus on Disguise checks made to appear as a drow (once selected this form cannot be changed). Changing its shape is a standard action. This trait otherwise functions as alter self, save that the draaki does not adjust its ability scores.
Wyrmscourged: Draaki race gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
Languages: Draaki begin play speaking only Draconic. Draaki with high Intelligence scores can choose from the following list: Aklo, Drow, Goblin, and Undercommon.
Subtypes: There are five different variety of draaki, each related to the primal dragons of the Underworld that they once subjugated.
Abbsins have dark scales and long, powerful tails reminiscent of their umbral heritage.
Graldin, the magma dragonkind of the draaki, are tinged red or orange and breathe a potent line of fire.
Kastrik have blue and green scales resembling a brine dragon; they are capable of breathing cones of acid.
Prulan, the cloud dragonkind of the draaki, are tinged with white or other light colors and breathe lines of electricity.
Yuralith have scales that are highly reflective and bear vestigial wings, resembling their crystalline ancestors.
Breath Weapon: Three types of the draaki receive one of the following energy breath weapon types (determined by subtype): 15-foot acid cone (kastrik), 20 ft. line of electricity (prulan), or 20 ft. line of fire (graldin). Once per day, as a standard action the draaki can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier (success negates). At 5th level and every 5 levels thereafter, the damage of the draaki’s breath weapon increases by +1d6 (to a maximum of 5d6 at 20th level).
Gliding Wings: Yuralith draaki take no damage from falling (as if subject to a constant nonmagical featherfall spell). While in midair, draaki can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Draaki with gliding wings cannot gain height with these wings alone; they merely coasts in other directions as they fall. If subjected to a strong wind or any other effect that causes a draaki to rise, it can take advantage of the updraft to increase the distance it can glide.
Slapping Tail: Abbsins draaki have a tail they can use to make attacks of opportunity with a reach of 5 feet (though it cannot be used to make regular attacks). When used to make an attack of opportunity, the tail is a primary natural attack that deals 1d8 points of damage plus the user's Strength modifier.
The drow were once denizens of Upperworld, sharing the realm with their elven brethren without consequence. Thousands of years have passed since those mythical times, and the children of the Spider Goddess have evolved far from their original state. The drow (now barely considered a subtype of the elven race) live far beneath the surface of known lands, deep in the Underworld. Their large cities are built in reverence to Naraneus the Spider Goddess, who intimately assists them, unlike the deities of Upperworld. Drow societies are matriarchal, and women generally hold every position of power within a city, their priesthoods always led by women of potent ability and foresight.
Drow are cold, cunning and manipulative; most live for the sole purpose of obtaining absolute power and control over those around them. Their entire race is inherently evil but there are rare occasions—when the moon is full and the Spider Goddess’ attentions are devoted elsewhere—that a good-aligned dark elf is born. Children born during these periods are generally sacrificed to Naranaeus without a second thought, but mothers with a strong parenting instinct that are unwilling to kill their own child give birth in secret, outside of their drow settlement, passing the child to an Upperworlder or asking an Underworlder of another race to care for the newborn. They may follow their offspring, secretly assisting from afar to see that their child grows and adapts to life amongst the other races.
Unless otherwise permitted by the GM, any drow character in Aventyr is of evil or at best neutral alignment. Any drow of a good alignment will have been raised by one of the good-aligned races of the Underworld, or—rarely—by humanoids of Upperworld. Evil drow PCs hail from the subterranean metropolises of the Underworld, and a rare few are connected to Hivaka or Leahcim, the lone good and neutral drow deities.
DROW RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Raised to rule, dark elven women have deft tongues and cunning wits but lack the grace and natural instincts of their ancestral counterparts on the surface.
Female drow in Aventyr receive a +2 racial bonus to Bluff, Intimidate, and Sense Motive checks but suffer a -2 penalty to Acrobatics, Climb, and Survival checks.
Dark elven society subjugates males, reducing their roles into defenders of their settlements and little else. They are trained from birth to hone their keen senses, agility and ability to remain unseen and unheard, but their lack of social commitments leave them less able to maneuver in conversation as their female counterparts.
Male drow in Aventyr receive a +2 racial bonus to Acrobatics, Perception, and Stealth but suffer a -2 penalty to Bluff, Intimidate, and Sense Motive.
Dwarves differ greatly depending upon their ancestral lineage, these subtypes of Dwarf are known to exist: Dweorg, Dvergr, Zwerc and Gitwerc. The following is the story the dwarves tell when asked how they were brought into being.
FORGING OF THE DVERGR
In the days of darkness when the world was young, the gods forged a race from the very heart of the world itself.
They called this race “Dvergr” and placed them close to the heart of Motherworld.
The Dvergr thrived and prospered, but as time went on they became greedy, fighting over the precious metals and gems of the Motherworld.
The gods foresaw the destruction of the Dvergr at their own hands, thus they divided the race into five parts, each sharing the appearance of the first Dvergr (but only a fragment of its whole).
The first were named dweorg, and were created from the Dvergr's hands and heart giving them honor and expert craftsmanship.
The second were made from the Dvergr's head, and kept its most proud of names. They stayed deep beneath the world toiling in their greatest cities, only an echo of their former selves.
The third were named the zwerc, created from the spirits of the Dvergr. This granted them innate power over magic, their mystical nature making them loners and travelers with an endless thirst for knowledge.
The potent avarice of the Dvergr, however, would not be undone by the gods—traveling far from the deific crafting, the very essence of their greed delved deep into Aventyr, much deeper than the gods had permitted the Dvergr to go. Soon they had discovered HEL—where devils and demons dwell—and while the first three races were created, a pact was forged with the denizens there. The devils granted the Dvergr’s avarice physical form and realms in the deepest, most foul and flaming depths of the Underworld—but they did not stop there. The devils gave the gitwerc the ability to siphon souls from the other races to feed themselves, and in turn they granted the gitwerc more power.
When the gods returned to forge the fourth, they found the Dvergr's entrails snatched up by devils who had turned them into a terrible creature, the gitwerc.
The gods, realizing their mistake in creating a race with no evil intent, vowed never to do so again and went to work creating the fifth race in secret, using all the remaining parts of the Dvergr. The fifth and final race would be eloquent, honorable, knowledgeable, and nearly immortal, yet the race would be forever divided, torn between light and darkness. Their souls were permanently bound to the world, sentenced with a nearly endless life staring out upon the sea of eternity, never able to attain that balance which comes so easy to the other races. The gods placed this race above and below the world, both in light and in darkness; they became the elves and the drow.
Then the gods did something which surprised all of the races. They created a realm between Upperworld and the Underworld, using the culminating thoughts of all the new races to forge the “Gift from the Gods”, the first humans: Askr and Embla.
This gift would bring balance to the world.
Dweorg are the most common dwarven subtype, denizens of the Underworld that enjoy mining and blacksmithing. While rare outside of the Underworld, Upperworlders are often accepting of these stout folk—the legends tell that the first two humans, Askr and Embla, were themselves forged by the ancient dweorg. This belief has warmed even the cold hearts of the Klavekians, who freely accept these dwarves into their villages and homes. Although they are friendly with Upperworlders, the dweorg tend to keep to themselves and rarely allow outsiders to travel into their realm.
DWARF RACIAL TRAITS
Dweorg are able to easily survive in extreme temperatures, especially the cold mountainous regions in which they thrive. Most of these dwarves find the occupation of blacksmith or warrior to suit their tastes.
They receive a +2 racial bonus to Craft (armor), Craft (weapons), Survival and Fortitude saves to resist cold or warm environments, but suffer a -2 penalty to Bluff, Diplomacy and Sense Motive checks against surface dwellers due to their lack of experience with Upperworlders (these skill bonuses stack with the Craftsman alternate racial trait).
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Dvergr are subterranean dwarves that spend most of their time building massive cities and sealing off passages to the surface. They are isolationists that seek little or no contact with peoples outside of the Underworld; preserving a rich cultural heritage unspoiled by Upperworlders is a dvergr’s way of life.
DVERGR RACIAL TRAITS
Dvergr are proud historians, dedicated engineers and experienced miners, one and all, but their xenophobic tendencies preclude them from relating well with non-dvergr.
They receive a +2 racial bonus to Knowledge (engineering), Knowledge (history), and Profession (miner), but suffer a -2 penalty to Diplomacy and Sense Motive checks.
+2 Constitution, +2 Wisdom, –4 Charisma: Duergar are hearty and observant, but also belligerent.
Medium: Duergar are Medium creatures and have no bonuses or penalties due to their size.
Dwarf: Duergar are humanoids with the dwarf subtype.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Superior Darkvision: Duergar can see in the dark up to 120 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Spell-Like Abilities: A duergar can use enlarge person and invisibility once each per day, using its character level as its caster level and affecting itself only.
Light Sensitivity: Duergar are dazzled in areas of bright light.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.
These kings of the Underworld live in the deepest, darkest caves far, far below the surface of Aventyr. Surrounded by hot, bubbling lava and sulfur vents, their rule near the depths of HEL is undisputed. Little to nothing is known of these rare dwarves, and those that dare travel to their lands rarely return. Spoken of in only legend, the gitwerc are rumored to have dark dealings with devils, using souls as currency. Living so close to HEL, they are foul creatures one and all, turned fiendish by their infernal associations. They are both feared and hated by all of their dwarven kin, and many Upperworlders are quick to immediately brand them devils. They are sneaking, scheming creatures and while nearly all of them are evil, it is well known that when they forge a pact they will uphold it (although these are rarely with anyone other than dark and powerful beings).
GITWERC RACIAL TRAITS
+2 Constitution, +2 Intelligence, +2 Charisma, -4 Dexterity, -2 Wisdom: The pacts forged by their ancestors have left the gitwerc with an unnatural force of presence and keen intellect, but wreaked havoc on their peace of mind and reflexes.
Medium: Gitwerc are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Gitwerc have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Gitwerc can see in the dark up to 60 feet.
Infernal: Long ago the gitwerc turned their backs on the ways of their dwarven kin, embracing the powers of HEL. While they are certainly dwarves, they also possess the Outsider (native) type, though they still need to eat, breathe and sleep (and do not gain martial proficiency).
Fiendish Resistance: Gitwerc have cold resistance 5, electricity resistance 5 and fire resistance 5.
Natural Armor: Gitwerc have rough, red skin with patches of hardened flesh and bits of horn, and receive a +1 natural armor bonus to their Armor Class.
Skill Training: Diplomacy and Sense Motive are always considered class skills for gitwerc.
Change Shape (Su): Gitwerc can assume the appearance of a dweorg as a standard action, gaining a +10 racial bonus on Disguise checks made to appear as a dweorg (this form is static and their likeness cannot be changed.) This ability functions as alter self, save that the gitwerc does not adjust its ability scores.
Fiendish Sorcerery: Gitwerc with the Abyssal or Infernal bloodline treat their caster level as 1 higher when casting bonus spells or using bloodline powers. This does not give early access to level-based powers; it only affects powers that they could already use without this trait.
See in Darkness: Gitwerc can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Language: Gitwerc speak Common, Infernal and Undercommon.
Light Blindness: Abrupt exposure to bright light blinds gitwerc for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Long ago these mystical dwarves coped with the dangers of the Underworld by steeping themselves in the understanding of magic. While the dvergr withdrew as a peoples, the zwerc did so as individuals, hiding themselves deep below Aventyr as their studies of the arcane and divine progressed. The few enclaves that survived have developed into truly magical beings able to focus their supernatural energies to devastating effect. Zwerc are shunned by other dwarves, seen as aloof intellectual superiors by both their kin and themselves. They have always been nomads in Upperworld, and are persecuted by their dwarven brethren throughout the Underworld.
ZWERC RACIAL TRAITS
+2 Intelligence or +2 Wisdom or +2 Charisma, -2 Strength: Zwerc are mentally gifted with a keen intellect, profound wisdom, or powerful force of personality, but their centuries of isolationism led to an atrophy of the muscles that makes them weaker than normal dwarves.
Medium: Zwerc are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Zwerc have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Zwerc can see in the dark up to 120 feet.
Low-Light Vision: Zwerc can see twice as far as humans in conditions of dim light.
Fey: After ages of devoted study and training ensconced in the arts of magic, the otherworldly energies have suffused them one and all. While they are certainly dwarves, they also possess the Fey type.
Skill Training: All zwerc receive Knowledge (arcana) and Use Magic Device as class skills.
Spellhardy: Zwerc have a natural talent for overcoming magical effects and receive a +2 racial bonus to saving throws against spells and spell-like abilities.
Stonecunning: Zwerc receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Deep Magic: Zwerc receive a +2 racial bonus when making checks to dispel magic or overcome spell resistance.
Treacherous Earth: Once per day as a supernatural ability, zwerc can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch with a standard action. This lasts for a number of minutes equal to character level, after which the ground returns to normal.
Light Blindness: Abrupt exposure to bright light blinds zwercfor 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Language: Zwerc speak Common and Dwarven.
These are the children of the mushroom jungles of the Underworld. They are true children of nature, embracing the fungal forests they call home as though each individual capped stalk growing in the subterranean soil were a cousin or sibling. Philosophers have come to believe that they are the sentient expression of lush Underworld forests, literally made for and by the mushrooms themselves. While they are predominantly loners, a small society of funglets have gathered in Dregharka's Bayou, a fungal jungle bordering the Forever Deep.
FUNGLET RACIAL STATISTICS
+2 Constitution, -2 Strength, -2 Dexterity and +2 to Intelligence, Wisdom or Charisma (see subtypes): Maculosfunglets are charismatic, fantasfunglets are intelligent and audirefunglets are wise. All are hardy in body but slight in frame, and both their strength and reflexes suffer for it.
Funglet: Funglets are large sized humanoids with the plant type.
Large: Funglets are large sized (taking up a 10 ft. by 10 ft. square.) and gain a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, but suffer a -1 to Armor Class and attack rolls, and a -4 size penalty on Stealth checks.
Speed: Funglets have a base speed of 20 ft.
Reach: Funglets have a reach of 10 ft.
Minesight: Funglets have low-light vision and darkvision 90 ft., but are automatically dazzled in bright light and take a -2 penalty on saving throws against effects with the light descriptor.
Plant Traits: Funglets are immune to mind-affecting effects, paralysis, poison, polymorph, sleep and stunning. They breathe and eat but don't sleep (constantly absorbing nutrients through the earth and very air).
Natural Armor: Funglets have tough layers of fungi that cover their bodies and receive a +1 Natural Armor bonus.
Vulnerability: Funglets are quite flammable and are vulnerable to fire. They take half again as much (50%) damage from fire, regardless of whether a saving throw is allowed or if the save is a success or failure.
Languages: Funglets begin play speaking Common and Sylvan. Fugnlets with high Intelligence scores can choose from the following list: Aklo, Dwarven, Elven, Terran, and Undercommon.
Subtypes: There are three different kinds of funglets.
Audirefunglets are a continual speak with plants effect and gain a +2 racial bonus to Wisdom.
Fantafunglets increase their base speed to 30 feet and their natural armor bonus to +2, and receive a +2 racial bonus to Intelligence.
Maculosfunglets increase their natural armor bonus to +2, gain a +2 racial bonus to Charisma, and possess the toxic quality. The rhizomorphs within a muscolafunglet’s body are poisonous and a number of times per day equal to its Constitution modifier (minimum 1/day), a muscolafunglet can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the funglet to be injured when it uses this ability). Applying venom in this way is a swift action.
Weakening Venom: Injury; save Fort DC 10 + 1/2 the funglet’s Hit Dice + the funglet’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Hoyrall are parasitic insectile-humanoids that burst from the skull of the Dracoprime, killing the monstrosity instantly and heralding the Great Schism. They are savages that, if one is even willing to consider interacting with them kindly, seem vicious and barbaric in their alien ways. They live within the Woven Warrens and other honeycombed regions in the Underworld, series of tunnels that they rule over with virtually no dissent.
HOYRALL RACIAL STATISTICS
+2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma: All their appendages give Hoyrall excellent coordination and senses, but their strength is lacking and they are rarely good company or fine to look at.
Underworld Aberration: Hoyrall are both humanoids and aberrations.
Small: Hoyrall receive a +1 size bonus to AC and attack rolls, a -1 penalty CMB and CMD and +4 size bonus to Stealth checks.
Speed: Hoyrall have a base speed of 30 feet and a climb speed of 20 feet (as well as the +8 racial bonus to Climb checks).
Darkvision: Hoyrall can see in the dark up to 60 feet.
Carrion Sense: The antennae of the Hoyrall are sensitive to blood and flesh; they receive the Scent ability, but only for corpses or creatures that have 25% or fewer of their hit points.
Light Blindness: Abrupt exposure to bright light blinds Hoyrall for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Multi-Armed: Hoyrall have four arms and can wield multiple weapons. Only one hand is their primary hand, and all others are off hands. They can also use these hands for other purposes that require free hands (such as casting spells or wielding more than two weapons). When using more than two arms during combat, the hoyrall take a -3 penalty to AC, CMB, CMD, and Reflex saves for every additional arm they use (up to a maximum of -6) until the beginning of their next turn as they focus more on offense rather than defense. Hoyrall still cannot cast two spells with somatic components at one time.
Natural Armor: Hoyrall receive a +1 natural armor bonus to AC.
Resistant: Hoyrall receive a +2 racial bonus on saving throws against mind-affecting effects and poisons.
Stonecunning: Hoyrall receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Toxic Blood: A number of times per day equal to their Constitution modifier (minimum 1), a Hoyrall can envenom one of their weapons as a swift action.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Languages: Hoyrall begin play speaking only Hoyr, a complex series of pitched chittering. Hoyrall with high Intelligence scores can choose from the following list: Aklo, Common, Drow, Dwarven, Elven, and Undercommon.
There have always been beasts that lurk in the wet caverns and murky waters of the Underworld, primordial hunters and things that exude the very essence of mortality. Many reached their ideal forms long ago, perfectly adapted to hunt in the darkness of the endless caves before even the Forging of the Dvergr. After the titanic Dracoprime’s fall during the Great Schism, however, an entire race of animalistic scions of death began to prowl the Underworld, striking fear into even the hearts of the dark elves and devil dwarves: the fearsome kraidyl.
KRAIDYL RACIAL STATISTICS
+2 Strength or +2 Constitution, -2 Intelligence, +2 Wisdom: Kraidyl are strong and tough, but not overwhelmingly smart, relying on physical prowess and instinct rather than guile.
Reptilian: Kraidyl are humanoids with the reptilian subtype.
Medium: Kraidyl are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kraidyl have a base speed of 30 feet and a swim speed of 30 feet.
Darkvision: Kraidyl can see in the dark up to 60 feet.
Hypnotic Gaze: The kraidyl’s gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the kraidyl’s Hit Dice). The DC of this effect is equal to 11 + the kraidyl’s Charisma modifier. The effects of the hypnotic gaze only last a single round.
Hold Breath: Kraidyl can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Armor: Kraidyl have a +1 natural armor bonus.
Stalker: Perception and Stealth are always class skills for kraidyl.
Natural Weapons: Kraidyl have a bite attack as a primary attack that deals 1d6 points of damage. If a kraidyl is wielding manufactured weapons, this bite attack is a secondary attack. Kraidyl also have a tail they can use to make attacks of opportunity with a reach of 5 feet (this cannot be used to make regular attacks). When used to make an attack of opportunity, the tail is a primary natural attack that deals 1d8 points of damage plus the kraidyl’s Strength modifier.
Light Blindness: Abrupt exposure to bright light blinds kraidyl for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Negative Energy Affinity: Kraidyl are alive but the profane energies coursing through their bodies make them react differently to negative and positive energy. Positive energy harms a kraidyl, while negative energy heals it.
Positive Energy Vulnerability: Kraidyl have vulnerability to positive energy. When subjected to an attack that deals positive energy damage, a kraidyl takes half again as much damage (+50%) and if a save against the spell or effect is allowed, the kraidyl suffers a -4 penalty to the save.
Languages: Kraidyl begin play speaking Undercommon. Kraidyl with high Intelligence scores can choose from the following bonus languages (Abyssal, Aklo, Common, Infernal).
Undergnomes, most commonly known as svirfneblin, are greatly misunderstood by the other races of Aventyr, just as their ancestors were once ostracized by their kin on the surface. Still, they maintain the same tight-knit sense of familial duty. While they dabble in mining, the svirfneblin are as adept at engineering as regular gnomes and have even learned how to incorporate arcane magics into their clockwork creations. Their undeniable talent with mechanical devices, however, makes them extremely ambitious in their designs, often leading to disastrous consequences.
Like their kin on the surface, svirfneblin are prodigious craftsmen and engineers. Svirfneblin receive the same statistics in Aventyr as they do in the “Svirfneblin” entry in the Pathfinder Roleplaying Game: Advanced Race Guide, with the following changes: svirfneblin do not receive defensive training, fortunate, hatred, or svirfneblin magic racial traits, and their penalty to Charisma is reduced to -2.
Svirfneblin receive a +4 racial bonus to Craft (any one) and Knowledge (engineering), as well as a +2 racial bonus to Profession (any one). They are not, however, very talented at manipulating their own words or dealing with others, and suffer a -4 penalty to Bluff, Handle Animal, and Intimidate checks.
Vestraadi are a strange race of man-like aberrations that rule over the Forever Deep of the Underworld. Their lack of any visual senses is easily compensated by their retinue of tactile, auditory and olfactory organs, but it is their bizarre appearance that makes them so reviled and hated among the few Upperworlders that have seen them. They are only now traveling across Aventyr, though none are sure why, and the mysterious nature of the vestraadi does nothing to encourage them to find out.
VESTRAADI RACIAL STATISTICS
+2 Wisdom*, -2 Constitution, -2 Charisma: Vestraadi have complex mental inner workings that allow them to memorize how far they’ve traveled and maintain an usual amount of peripheral sensory information for a race with no visual senses. They are, however, more frail and possess an appearance that most races that can see find extremely off putting.
Keen Senses (Ex)*: When using the race-specific rules for Perception below, vestraadi gain a +2 racial bonus to Perception.
Underworld Aberration: Vestraadi are aberrations with the aquatic subtype.
Vestraadi: Vestraadi are Medium sized and receive no bonuses or penalties for their size.
Speed: Vestraadi have become less mobile on land; they have a base speed of 20 feet, and a swim speed of 30 feet (as well as the +8 racial bonus to Swim checks).
Improved Watersense (Ex): Vestraadi are covered in peripheral organs that allow them to ‘see’ with tactile sensation and scent; while in contact with a body of water, they gain blindsight 40 feet against creatures that are touching the same body of water. Outside of water, their vision is reduced to blindsight out to a range of 5 feet or the reach of their weapon, whichever is greater.
Sonar (Ex): Vestraadi have a unique means of perceiving the world around them—see the Vestraadi and the Perception Skill Sidebar.
Scent (Ex): The sensory organs of the Vestraadi are specifically attuned to compensate for their lack of vision and as a result their olfactory senses are extremely sensitive, and they gain the scent ability (30 feet).
Detect Poison (Sp): Some of the vestraadi’s mutated sensors are specialized to detect toxicity to protect them from the countless venomous edibles beneath the waters of the Underworld. They gain the use of detect poison as an at will spell-like ability.
Cold Resistance (Ex): Vestraadi have adapted to the impossibly cold waters that occupy the Underworld and have Cold Resistance 5.
Amphibious (Ex): Vestraadi can breathe air and water.
Blind-Fight (Ex): Vestraadi are highly instinctive combatants and receive the Blind-Fight feat for free.
Stalker (Ex): Perception and Stealth are always class skills for Vestraadi.
Blind (Ex): A deaf vestraadi is effectively blinded as well except against adjacent foes or those within reach of its weapon—its unnaturally keen scent and tactile sensory organs function enough for it to attack targets this close. Vestraadi are invulnerable to all sight-based effects and attacks, including gaze attacks (including silent image, displacement, mirror image and all other sight-based illusion spells).
Sensory Dependent (Ex) While vestraadi are immune to all sight-based effects, this makes them far more likely to fall prey to auditory illusions and effects. They suffer a -2 penalty to saves against all auditory-based illusions and effects, including saves to resist spells or attacks that deal sonic damage.
Languages: Vestraadi begin play speaking only Straad, a language of strange brushing noises caused by the frills all over their body. They do not gain bonus languages for high Intelligence scores.
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