Capitol

Dominating the Western half of the main continent, the Capitolian Empire is one of the most powerful forces on Kulm. Its population is an unusual mix between humans, demihumans (dwarves, elves, gnomes, halflings and kender), wemics, nagpa and various species of oddly benign undead creatures. The Capitolian culture seems to revere death and the undead. This can be traced to the Capitolians' early worship of the Greco-Roman Pantheon, with one slight variation: in Capitolian myth, it was Hades, not Zeus, who defeated Cronus and consigned the Titans to Tarterus. Capitolian myth says very little on the fate of the rest of the pantheon, only that Hades rules from his eponymous realm in the underworld and sponsors the Capitolians in all things. Two other gods are also known and worshipped natively in Capitol: Nyx and Thanatos, said to be the offspring of Hades, and like Hades are patrons of death.
The Capitolian Emperor, Sarkies, is a powerful Lich who has ruled for several centuries with Hades' blessing. Most -- if not all -- of the Empire's highest ranked nobles and military leaders are high level undead creatures -- Vampires, Liches or Ghosts.
Due to a rather cosmopolitan attitude toward offworld immigration, various Wildspace-native races are found in Capitol as well. All seem to coexist peacefully -- though the unique Capitolian attitude toward the undead takes some getting used to. These Wildspace-native races are detailed on the page discussing the Kingdom of Ghed.
The pride of Capitol lies in its fleet of nagpa-designed spelljamming vessels, in particular the grand Eagleships that dominate the fleet. Capitol's armed forces make heavy use of arcane technology and magical weapons, as well as droves of lesser undead fodder troops and carefully deployed elite units of mid- and high-level undead. To an outside observer, it would appear that the Capitolians are gearing up for a fight against the Pallinites -- but surely this cannot be true, for peace has reigned on Kulm for several generations.
Geopolitical Background
Capitol is ruled from its capital city, Capitolia, by the powerful Lich-Emperor Sarkies. Sarkies has ruled Capitol for a number of centuries -- none are exactly sure how many -- but in recent years he has been delegating more and more responsibilities to his sub-ordinates, Taylor Liege -- a human rogue -- and Gerrit Torvald -- a Gnome illusionist. As Co-Regents of the Empire, Taylor and Gerrit command unswerving loyalty from all their sub-ordinates, living and undead alike.
Internal Background
Under Taylor's leadership, Capitol has begun purchasing and stockpiling exotic arcane weaponry in the city of Praetoria, while increased shipbuilding and the massing of undead troops has begun in Necropolis under Gerrit's supervision. The rapid growth of militarization in Capitol has even affected Armistice Academy: as the Capitolian Fleet recruits more and more fresh cadets, fewer and fewer promising adventurers are permitted to attend the Academy's classes. Even currently enrolled students have been compelled to drop out by the Capitolian draft registrar.Capitolia is the heart of the Empire, the capital city and seat of the Emperor's power. No one has seen the Emperor in nearly ten years; assuming power in his stead are the Co-Regents, Taylor Liege and Gerrit Torvald.
Necropolis is the Nagpa city, where the buzzard-men maintain the Empire's largest shipyard. In the catacombs far beneath the city, Nagpas and human necromancers conduct grotesque experiments on the living, the undead and the freshly dead.
Legatia is the Empire's Northwest-most city, the site where Capitol and nearby Iiso have historically done most of their interacting. The Iisoan deity of order and harmony, K'ung Fu-Tzu, is sometimes revered here.
Praetoria is the site of Capitol's primary military academy, where the Capitolian Legionnaires are trained.
Perenus is Co-Regent Taylor Liege's home city. Since being named Co-Regent by the Emperor, Taylor has insisted that Perenus hold parades in his honor at least twice monthly. These parades can, but do not have to, employ clowns and/or trained animals on unicycles -- but it is understood by the Perenners that these things would make Co-Regent Taylor Liege very very happy!!
Sentinellus is, like most major Capitolian cities, designed entirely within its fortifications. It is an enormous fortress-city, with an enclosed naval harbor and nine-hundred and ninety-nine mixed ballistae and catapults trained out onto the water beyond the city walls.
Inaquosus Fortress, the great Capitolian Pyramid. It is said that the last Capitolian Emperor, Sarkies' predecessor, built this pyramid for the sole purpose of housing his demi-lich remains. The desert surrounding Inaquosus is not natural; the land withered and died shortly after the pyramid's completion. It's not clear whether the desert will continue to spread or not.
Percelon and Percellus are the twin naval bases of Capitol. Percellus is the newer of the two, and was established in response to the discovery that Pallin was fielding a fleet of submersible warships based in the underwater kingdom of Atalanta. The two naval bases have powerful arcane counter-measures -- Co-Regents Taylor and Gerrit pray they are sufficient to counter the advantage of Pallin's advanced technology.
Capitolian humans are typically pale- to fair-skinned, with hair colors running the human gamut from red to blonde to brown and black. As a culture, they are comfortable with death and undeath, and most members of the upper classes openly make preparations to transmigrate to an undead form upon the event of their deaths. Thus Capitolian "funerals," at least among the aristocracy, are more akin to graduation/culmination ceremonies. True funerals are only held when a Capitolian noble has died without the possibility for reanimation/resurrection, at which point the physical remains (if any) are interred with ceremony and respect. The lower classes are typically either re-animated as laborers or soldiers (zombies or skeletons) or else are unceremoniously "recycled" as food product for the undead nobility.
Ability Score Adjustments: None. Undead Humans adjust their scores with a +1 to Strength and a -1 to Charisma.
Class Restrictions:
Multi-Class Allowances: None; non-Undead humans may dual-class.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Glory of Rome, the Age of Heroes and the Complete Fighter, Wizard and Priest handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Humans move at rate 12.
Bonus Languages: Common.
Special Advantages:
None.
Special Disadvantages:
None.
These creatures have been employed by Capitol as infiltrators and spies for generations. In their natural forms they appear as gangly, gray-skinned, hairless humanoids with large, pale, milky white eyes.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: None possible.
Hit Dice: By class.
Natural Armor Class/Move Rate: 8; Dopplegangers move at rate 12.
Bonus Languages: Common, plus five other demihuman or humanoid languages.
Special Advantages:
Permanent ESP: The Doppleganger is able to read one mind
within 30' at will, but only one mind at a time. The Doppleganger can
move and defend itself while mind-reading, but it cannot attack or
activate a magic device.
Immune to Head/Limb Severing: Dopplegangers are not
killed by having parts of their bodies chopped off. However, these
body parts must be re-attached (by way of a Regeneration spell)
before the Doppleganger can gain experience or levels again.
Magical Nature: Dopplegangers have a +4 bonus to all
saving throws, due to their unnatural origins.
Resistances: Dopplegangers are immune to all Sleep and
Charm spells.
Languages: In addition to the Doppleganger's starting
languages, it may learn an additional language at the rate of one
every even-numbered level.
Proficiency Mimicry: A Doppleganger can imitate a
particular proficiency (with a -2 penalty) if it is reading the mind
of a person with that proficiency. The Doppleganger does not gain
knowledge of this proficiency; it simply uses its mind reading to
imitate the ability.
Shapechanging: This is the Doppleganger's primary
ability, the one it is most known for. As a Doppleganger advances in
skill, its shapechanging improves. Through shapechanging, a
Doppleganger improves its best possible base AC, its best possible
base Mv, and its best possible physical damage inflicted by the
"weapons" it forms in its hands (often taking the form of a hand-held
weapon in whatever form the Doppleganger is assuming). The accuracy
of the Doppleganger's mimicry also improves with level; as does the
range of sizes of humanoid creatures that the Doppleganger can
imitate.
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Special Disadvantages:
True Seeing: A True Seeing spell will reveal a
Doppleganger for what it is.
Shapechanging Limitation: Because they are so attuned to
human shapes, Dopplegangers cannot create unusual functional
appendages such as extra arms or legs, an extra head, wings, large
fins, gills and so on.
No Weapon Proficiencies: Dopplegangers do not gain
weapon proficiencies, instead relying on the ability to shape their
forelimbs into any weapons they might require (dealing damage per the
chart above). Anytime a Doppleganger uses a weapon, it does so with a
-2 non-proficient penalty.
The Dwarves of Capitol are standard Hill and Gully Dwarves, though culturally they share much in common with Capitolian Humans.
Ability Score Adjustments: Hill Dwarves take a +1 Constitution and -1 Charisma, while Gully Dwarves take a -2 Charisma and +1 to Dexterity and Strength. Undead Dwarves take additional adjustments of +1 to Strength and an additional -1 to Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Glory of Rome and the Complete Dwarf, Fighter, Bard and Priest handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Dwarves move at rate 6.
Bonus Languages: Dwarven, Common.
Special Advantages:
(Hill Dwarves)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 60 foot range.
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, from a time before the Goblinoid races
were driven to the Hordelands, Dwarves gain a +1 bonus to hit Orcs,
Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: When within 10', Dwarves can detect
the following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect New Tunnel/Passage Construction |
1-5 on 1d6 |
|
Detect Sliding/Shifting Walls or Rooms |
1-4 on 1d6 |
|
Detect Stonework Traps, Pits and Deadfalls |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-3 on 1d6 |
(Gully Dwarves)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 60 foot range.
Grovelling: Gully Dwarves may attempt to grovel anytime
they are in a dangerous situation and is not immediately engaged in
melee. The grovelling is typically effected by the dwarf throwing
itself at the mercy of its attacker, or fainting in the hope that it
will be ignored in the ensuing melee. Whatever form it takes,
grovelling forces opponents to roll a save vs. spells. Failing the
save, opponents ignore the Gully Dwarf for 1d6 rounds, though they
may restrain or tie him up instead of attacking. As Gully Dwarves
rise in level, they begin to impose penalties on the save roll
against grovelling (-2 to save at 5th level, -3 at 9th level and -5
at 13th level and above).
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, Gully Dwarves gain a +1 bonus to hit
Orcs, Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres,
Trolls, Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: Gully Dwarves have the same mining
detection abilities as their Hill Dwarf kin.
Special Disadvantages:
(Hill Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
(Gully Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
So Very, Very Stupid: Gully Dwarves are usually stupid.
While player characters are generally an exception to this rule,
anytime a Gully Dwarf PC comes up with an elaborate plan or idea that
shows an uncharacteristic level of forethought, insight and planning,
the player may be required to roll an intelligence check first.
High and Gray Elves may be found throughout Capitol. As with Dwarves, Elves are integrated into the larger Capitolian society and culture.
Ability Score Adjustments: Gray Elves take adjustments of +2 to Intelligence, +1 Dexterity, -2 Constitution and -1 Strength. High Elves take +1 Dexterity and -1 Constitution. Elves of either subrace who become Undead further adjust their ability scores with a +1 to Charisma and -1 to Strength.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Book of Elves and the Complete Fighter, Wizard and Bard handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Elves move on land at a rate of 12.
Bonus Languages: Elves begin play knowing how to speak Elven and Common.
Special Advantages:
(High Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Gray Elves)
Infravision: 60' range.
Gray Elven Libraries: Gray Elves of any class may
purchase the Sage Knowledge proficiency without a cross-class
penalty. Further, when consulting Gray Elf sages, a Gray Elf pays a
reduced price for information than he would elsewhere.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
Special Disadvantages:
(Gray Elves)
Haughtiness: Because of their arrogance, Gray Elves
suffer a -3 reaction adjustment penalty when dealing with non-elves.
This penalty is reduced (but still in effect!) to -1 when dealing
with other Elven subraces. There is no penalty when dealing with
other Gray Elves.
Capitolian Gnomes are derived from the Rock (Gnomoi) and Tinker (Minoi) breeds. Like other Demihumans in Capitol, they are fully integrated into the society and culture.
Ability Score Adjustments: Rock Gnomes take adjustments of +1 to Intelligence and -1 to Wisdom. Tinker Gnomes take adjustments of +2 to Dexterity, -1 to Strength and -1 to Wisdom. Gnomes of either subrace who are Undead take further adjustments of +1 to Dexterity and -1 to Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Illusionist, Fighter-Thief, Cleric-Illusionist, Cleric-Thief, Illusionist-Thief. Tinker Gnomes may mix the Tinker class with any other non-Undead class or multi-class combination.
Kit Allowances: From the Complete Book of Gnomes and Halflings.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Gnomes move on land at a rate of 6.
Bonus Languages: Gnome, Common. Gnomes are also able to innately communicate with burrowing mammals.
Special Advantages:
Infravision: 60' range.
Magic Resistance: Gnomes gain a +1 bonus to their saving
throws vs. magic for every 3.5 points of Constitution.
Combat Bonuses: Due to their size and quickness, Forest
Gnomes have a +4 AC bonus when being attacked by Gnolls, Trolls,
Bugbears, Ogres, Ogre-Magi, Giants or Titans.
Racial Enmities: Forest Gnomes have a +1 bonus to hit
Goblins and Kobolds.
Mining Detection: When within 10', Gnomes can detect the
following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect Unsafe Walls/Ceilings/Floors |
1-7 on 1d10 |
|
Determine Approximate Direction Underground |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-4 on 1d6 |
Special Disadvantages: None.
As with all the other demi-humans in Capitol, Half-Elves are integrated into the larger Capitolian culture.
Ability Score Adjustments: None. Undead Half-Elves adjust their scores with a +1 to Intelligence and Wisdom, and -2 to Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Druid, Fighter-Thief, Fighter-Mage, Cleric-Ranger, Ranger-Druid, Cleric-Mage, Druid-Mage, Thief-Mage, Fighter-Mage-Thief, Fighter-Mage-Cleric, Fighter-Mage-Druid.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Book of Elves and the Complete Fighter and Wizard handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Elves move on land at a rate of 12.
Bonus Languages: Elven, Common.
Special Advantages:
Infravision: 60' range.
Magic Resistance: Half-Elves enjoy a 30% resistance to
Sleep and Charm-based effects. Even if their resistance fails, they
still get a normal save against the effect.
Door Detection: Elven senses allow Half-Elves to locate
secret or concealed doors. Passing within 10 feet of a secret door,
Elves will detect the opening on a roll of 1 on 1d6. If a Elf is
actively searching for secret doors, this chance increases to 1 or 2
on 1d6. Concealed doors can be detected by Elves on a roll of 1, 2 or
3 on 1d6.
Special Disadvantages:
None.
As with all the other demi-humans in Capitol, Halflings are integrated into the larger Capitolian culture. Only the standard Hairfoot variety is found in Capitol.
Ability Score Adjustments: +1 Dexterity, -1 Strength. Undead Halflings take additional adjustments of +1 Dexterity and -1 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Book of Gnomes and Halflings and the Complete Fighter and Priest handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Halflings move on land at a rate of 9.
Bonus Languages: Halfling, Common.
Special Advantages:
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Special Disadvantages:
None.
As with all the other demi-humans in Capitol, Kender are integrated into the larger Capitolian culture.
Ability Score Adjustments: +2 Dexterity, +1 Charisma, -1 Strength, -2 Wisdom. Undead Kender take further adjustments of +1 Dexterity, -1 Strength.
Class Restrictions:
Multi-Class Allowances: Kender can mix any non-rogue class with Handler.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Fighter and Priest handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Kender move on land at a rate of 9.
Bonus Languages: Kender, Common.
Special Advantages:
Natural Thieving: Kender who are not Thieves have a base
5% chance to perform any thieving skill except for Read Languages (no
chance) and Climb Walls (40% chance). Dexterity modifies these base
chances, but the skills never increase with level.
Infravision: 30' range.
Fear Immunity: Kender are entirely, completely, 100%
immune to all types of fear-effects.
Taunt: Kender can taunt opponents into becoming reckless
in battle. If an opponent can understand the Kender's speech when it
taunts, he/she/it must save vs. spells or else wildly attack the
Kender for 1d10 rounds, suffering a -2 penalty to THAC0 and AC.
Weapon Affinity: Kender have a +1 to hit with their
favored weapon, the Hoopak (Kender staff-slingshot).
Kender Stealth: Kender impose a -4 penalty to an enemy
surprise check, but only if the Kender is wearing non-metal armor and
the rest of his party is either similarly stealthy (that is,
possessing a similar Stealth racial ability) or else 90' away.
Kender Resistances: Kender are exceptionally resistant
to poisons and spells. Against such attacks, Kender gain a +1 bonus
to save for every 3.5 points of Constitution.
Special Disadvantages:
None.
These avian humanoids are an important part of Capitolian society. They are ugly buzzard-men with a penchant for necromancy and an air of evil about them. The birdmen are Capitol's prime spelljamming shipwrights, designing the modified vessels that make up Capitol's impressive airpower (which are then built by zombie or skeleton servants). Nagpas are one of the few non-demihuman races permitted to hold places of nobility in Capitolian society.
Ability Score Adjustments: +2 Intelligence and Wisdom, -2 to Strength, Dexterity and Charisma, -1 Constitution.
Class Restrictions:
Multi-Class Allowances: Mage-Cleric.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Wizard, Priest and Humanoid handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 7; Nagpa move on land at a rate of 12 (despite being birds, Nagpa are wingless and cannot fly).
Bonus Languages: Nag, Common.
Special Advantages:
Spell-like Powers: Once per day, Nagpa may cast Darkness
15' radius, Hold Person and Produce Fire.
Magic Nature: Due to their innately magical natures,
Nagpas gain a +1 bonus to save against magical effects for every 3.5
points of Constitution. In addition, Nagpas have a flat 15% Magic
Resistance, which the Nagpa can control so as not to interfere with
beneficial effects. These abilities (both the save bonus and the
magic resistance) are only available to Nagpas classed as Wizards or
Priests; Racial-classed Nagpa do not have them.
Languages: Nagpa gain the ability to learn additional
languages as they rise in power. Starting at 6th level, and every
level thereafter, a Nagpa may add one new language (both spoken and
written) to its repertoire. This language must be drawn from a
race/culture that the Nagpa has encountered in its studies or
travels, and the Nagpa will always prefer an Ancient Language over a
Modern one.
Special Disadvantages:
Sinister Reputation: Even within Capitol, most fear the
reputation that Nagpa have for pursuing the dark arts and consorting
with evil undead and fiends. They sustain a -2 reaction penalty in
Capitol, and a -3 reaction penalty among non-Capitolians.
These creatures were tamed generations ago by the Capitolians, and are now employed as an elite caste of soldier, known as the Lionguard -- the personal agents and protectors of the Capitolian Emperor. A pair of fully-armored, thick-maned male Wemic Lionguards always accompanies the Emperor where ever he goes.
Ability Score Adjustments: +1 Strength, -1 Dexterity.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor.
Kit Allowances: The kits below are drawn from various Brown Books, but especially the Complete Fighter and Humanoid handbooks.
Hit Dice: By class. Wemics take +5 bonus hit points at first level.
Natural Armor Class/Move Rate: 6; Wemics move on land at a rate of 12.
Bonus Languages: Wemic, Common.
Special Advantages:
Natural Attacks: Wemics can attack with their foreclaws
for 1d4 damage each, gaining two attacks per round (three if the
Wemic is also wielding a weapon).
Rear Claw Rake: If a Wemic is attacking only with
its foreclaws, and if both foreclaws it, the Wemic can rake with its
powerful rear claws for 2d4 damage each, gaining 2 extra attacks that
round.
Leaping: Wemics have powerful leg muscles that allow
them to leap 10' vertically or 30' forward.
Special Disadvantages:
Large Size: Wemics take damage as large creatures.