Ghed


This large cosmopolitan nation is separated from Capitol by a range of high, rocky mountains that are normally quite impassable. Like the Capitolians, Ghed boasts an impressive spelljamming fleet, though as a people the Ghedans have always been more peaceful than militaristic. They pride themselves as a center for diplomacy and commerce, and all the other nations of Kulm have embassies somewhere in or around Ghed's capital city, Unity, where King Toric X presides.

The Ghedan population is comprised of an even mix of humans and demihumans (dwarves, elves, gnomes and halflings), with a more recent immigration influx of various wildspace races. The general attitude of the populace is extremely cosmopolitan and open-minded; each individual has the right to be judged on his own merits, regardless of gender, race, class or socio-economic status. Similarly, in diplomacy, Ghed believes every nation has a right to air its grievances, as so often provides a forum for diplomatic dispute resolution in the capital of Unity between the other major nations of Kulm.

One of Ghed's major cities, Armistice, is the hub for a line of chartered spelljammer air travel across Kulm's surface. It is also the home of the Armistice Adventurer's Academy, where young heroes from all of Kulm's nations come to learn the ways of the Warrior, Wizard, Priest, Rogue or Psionicist (or, you know, whatever else).

Geopolitical Background

Ghed is a leader among the nations of Kulm in calling for global peace. Often partnering with the Nohrds, Ghedan diplomats travel far and wide to ensure peaceful and often equitable (though a strong emphasis is placed on the former) dealings between all nations. Even in places like Saqqa, Pallin and Capitol -- which have historic rivalries with Ghed -- diplomats from Unity are welcomed, and the nation's skill as a reconciler is praised across the globe.

Ghed's leaders are not naive, however. They back up their diplomacy with an impressive spelljamming fleet, and technology and knowledge gained from the influx of offworld migrants.

Internal Background

The five major cities of Ghed -- Drogur's, Moralia, Gumption, Esperia and Rockhome -- banded together centuries ago for mutual defense, and together they built the Ghedan capital of Unity. This union has been able to stave off invasions from Saqqa, Capitol and Pallin in years past, and to this day Ghed remains a major power in the world. First contact with the Arcane was established by Ghed about fifty years ago, and since that time Ghed's power has increased fivefold with the rise of the Ghedan spelljamming fleet.

Unity is the capital of the Kingdom of Ghed, and is the home of King Toric Tallowby X. It is the location of one of Kulm's major spelljamming ports, and is regarded by some as the center of the intricate web of diplomacy that maintains peace in Kulm. Once a year, King Toric holds court with the Lords of the Five City-States to discuss the state of the nation.

Armistice is the location of the Armistice Adventurer's Academy, and the location of another of Kulm's major space ports. Armistice serves as a major hub for a line of civilian spelljamming travel.

Moralia is Ghed's major seaport, and is also Ghed's religious center: the major temples of the faiths of Ptah, Celestian and the Path and the Way are located in this city.

Rockhome is the only one of the five founding city-states that is not dominated by humans. It is a dwarven and gnomish city, built throughout the Rockhome Mountains. The leader of Rockhome, Frelat Skullcrusher, is one of a handful of Ghedan lords in favor of militarism against Pallin and Capitol.

Gumption is a city known for its Bardic traditions, and is home to a major Bardic College. Students from Gumption's college often matriculate into the Armistice Academy to parlay their bardic studies into a career as an adventurer. As with the Armistice Academy, bards from across Kulm are welcomed into the doors of Gumption's college, but because it's generally less-well-known than Armistice's academy it sees a much lower foreign student enrollment.

Drogur's Escarpment is one of the most heavily fortified cities in Ghed, after Esperia. Renowned for its cavalry and thick, high walls, Drogur's Escarpment is surrounded along its North and Western sides by sharp cliff faces, up against which the fortress city itself is built. In old times, when Saqqan ships would land invasion forces from across the gulf, it was the cavalry forces of Drogur's who would hold the line.

Esperia is a major fortification, lying precisely on the border between Ghed and the Saqqan Desert. An order of knighthood, the Knights of Anhur, maintain the fortress. It is noteworthy that the Esperians worship Anhur, one of the Saqqan deities of war; almost noplace else in Ghed is Anhur worshipped as he is in this fortress-city, where he is elevated to the status of Esperia's patron god.

Allowable Races


Ghedan Humans

The humans of Ghed are a people who thrive on diversity. Ghedan stock is perpetually mixed: all shapes, colors and types of human can be found in Ghed, though the predominance leans toward shades of brown or tan skin color and dirty blonde to black hair. Ghedans value peace and harmony above all other things, and so they have strived to work for peace in their own homeland, as well as in the world around them by brokering and maintaining treaties between the various empires. Ghed's diplomacy is backed up by its impressive fleet of spelljamming vessels.

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: None. Humans, as standard, may dual-class instead.

Kit Allowances: The kits below are from the appropriate Brown Book.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Humans move at rate 12.

Bonus Languages: Common.

Special Advantages:
None.

Special Disadvantages:
None.

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Ghedan Dwarves

Ghedan Dwarves are of the Hill dwarven stock. Most owe allegiance to the Rockhome Clan, or the city of Rockhome, but because Ghed is so highly multicultural Dwarves can be found almost anywhere in the Kingdom, and cultural cohesion with Rockhome is very loose.

Ability Score Adjustments: +1 Constitution, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.

Kit Allowances: The kits below are drawn from the Complete Dwarf's handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Dwarves move at rate 6.

Bonus Languages: Dwarven, Common.

Special Advantages:
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, 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

Special Disadvantages:
Magic Item Failure: Due to their non-magic natures, Dwarves have a 20% chance to fail whenever they attempt to activate a magical item.

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Ghedan Elves

The High Elves of Ghed are mostly assimilated into larger Ghedan culture. They have no major cities of their own, but do tend to congregate together in racial neighborhoods, and they have gone to great lengths to preserve Elven culture, religion and language.

Ability Score Adjustments: +1 Dexterity and -1 Constitution.

Class Restrictions:

Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief

Kit Allowances: The kits below are drawn from the Complete Book of Elves.

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:
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.

Special Disadvantages:
None.

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Ghedan Gnomes

As with Dwarves, many Gnomes owe fealty to the city of Rockhome, but due to Ghed's unique cosmopolitan setting Gnomes and Gnomish neighborhoods have sprung up all across Ghed.
In addition to the native Gnomes of Ghed, small numbers of Tinker Gnomes have emigrated from offworld and found a home in the Kingdom.

Ability Score Adjustments: Rock Gnomes: +1 to Intelligence and -1 to Wisdom. Tinker Gnomes: +2 Dexterity, -1 Strength and -1 Wisdom.

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 class or multi-class combination.

Kit Allowances: From the Complete Book of Gnomes and Halflings, and the Complete Spacefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Rock Gnomes move on land at a rate of 6. Forest Gnomes move at rate 12.

Bonus Languages: Gnome, Common. Additionally, Rock Gnomes speak the language of burrowing mammals, and Forest Gnomes speak the language of forest 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.

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Ghedan Half-Elves

With the high degree of racial mingling in Ghed, it should not be surprising that Half-Elves are quite common here.

Ability Score Adjustments: None.

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 from the appropriate Brown Book.

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. 

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Ghedan Halflings

Halflings of four subraces can be found in Ghed. The Hairfeet, Stouts and Tallfellows, as standard, are found here, but the Furchins emigrated to Ghed from wildspace.

Ability Score Adjustments: Hairfoots: +1 Dexterity, -1 Strength. Stouts: -1 Strength, +1 to either Dexterity or Constitution. Tallfellow: -1 Strength, +1 to either Dexterity or Wisdom. Furchins: +1 Constitution and Dexterity, -1 Strength and Wisdom.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.

Kit Allowances: The kits below are drawn from the Complete Book of Gnomes and Halflings.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Halflings move on land at a rate of 9.

Bonus Languages: Halfling, Common. Additionally, Stouts and Furchins speak Dwarven, and Tallfellows speak Elven.

Special Advantages:

(Hairfeet)
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.
Human Affinity: +2 to reaction rolls with human NPCs.

(Stout)
Weapon Affinity: +1 to hit with slings, thrown weapons and shortbows.
Infravision: 60' range.
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.
Mining Detection: Stouts have a 75% chance to detect sloping passageways and a 50% chance to determine direction underground.

(Tallfellow)
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.
Surprise Rolls: Tallfellows have a +2 bonus to surprise rolls when in a forest or wooded terrain.
Door Detection: Tallfellows can recognize a secret door on a roll of 1 in 1d6.
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.

(Furchin)
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.
Cold Weather Survival: Furchins gain the bonus proficiency Cold Weather Survival at first level.
Furchin Resistances: Furchins are exceptionally resistant to poisons and spells. Against such attacks, Halflings gain a +1 bonus to save for every 3.5 points of Constitution. In addition, Furchins have a +4 bonus to save against cold-based attacks.
Evasion: Furchins have a +2 bonus to AC in combat against size class M foes, and a +4 bonus to AC in combat against size class L or larger foes.

Special Disadvantages:
None. 

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Ghedan Half-Orcs

Somewhat rarer than they occur in Doria, every now and then a Half-Orc will show up in Ghed.

Ability Score Adjustments: +1 Strength and Constitution, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Cleric-Thief, Shaman-Thief, Witch Doctor-Thief, Fighter-Assassin, Cleric-Assassin.

Kit Allowances: The kits below are from the appropriate Brown Book, and also the Complete Book of Humanoids.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Half-Orcs move on land at a rate of 12.

Bonus Languages: Orcish, Common.

Special Advantages:
Infravision: 60' range.
Level Limits: Single-classed Half-Orcs with high prime requisite ability scores can increase their racial level limits. For each point of the class' prime requisite (Strength for Fighters, Dexterity for Thieves and Wisdom for Priests) over 16, the Half-Orc adds 1 level to his level limit.
Hardiness: Half-Orcs have a 25% chance to resist any effect that would stun, paralyze, or render them unconscious.

Special Disadvantages:
None. 

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Wildspace Humans and Demihumans

While physically similar to other members of their races, the humans and demihumans of Wildspace have a unique set of kits available to them that reflect training not usually available to their groundling cousins.
Typically, Wildspace Demihumans are treated as standard High Elves, Hill Dwarves, Hairfoot Halflings and Rock Gnomes, with the same class allowments, multi-class combinations and racial abilities.

Kit Allowances:

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Aperusa

The Aperusa are called "space gypsies" by some, though one shouldn't confuse their culture with that of the Gypsies of Doria. Aperusa are human in appearance, or else closely related to humans (none are sure which). They have a close-knit tribal culture, and came to Ghed long ago fleeing persecution. Three major clans of Aperusa are prominent in Ghed: the Phlogestos, the Wildjammers and the Astralusians. These three clans are based mostly out of Moralia, where their Vagabond ships can rest at sea dock.

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: Thief-Bards (called "Umbra"), Fighter-Bards (called "Blades," male Aperusa only)

Kit Allowances:

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Aperusa move at rate 12.

Bonus Languages: Aperusa, Common.

Special Advantages:
Bonus Proficiencies: Aperusa males begin play with the Gaming proficiency, and females begin play with the Fortunetelling proficiency.
Rogue Skills: All Aperusa have thieving skills. Those who are not thieves gain the skills of a first level rogue.
Magic Resistance: Aperusa have a slight general magic resistance of 10%. They have a specific resistance to detection spells of 75%.
Air Use: Aperusa bodies retain enough air so that they can breathe in Wildspace for 2d10 days. Aboard a ship, they consume air at half the rate of a creature their size.
Feign Death: Once per day, an Aperusa can feign death (as the spell), and can remain in that state for up to 1 day per level.
Immunities: Aperusa are immune to mind-reading of any form.

Special Disadvantages:
Distrust: Aperusa have a reputation among Wildspacers (and a growing reputation among Ghedans) for being dishonest and deceitful. They suffer a -2 reaction penalty from anyone with valuables to protect. Further, mind-readers (whether creatures with innate mind-reading abilities, or characters with telepathic psionics) are very disconcerted by the blank emptiness where an Aperusa mind should be, and so distrust them immensely (-4 to reaction rolls from mind readers).
Armor Restriction: Aperusa never wear armor of any kind, save for padded armor or other protective gear made from cloth. Leather and metal armors are forbidden to them.
Unique Mind: The unique mental structure of an Aperusa inhibits their use of certain abilities, in addition to protecting them from detection and mind reading. Aperusa can never have psionic abilities of any kind, nor can they use a magical item that requires their conscious mental control.

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Dohwar

A race of talking, four-foot-tall penguins, the Dohwar are one of the most ruthlessly capitalistic races in all the Known Spheres. As a race, their goal is to unseat the Arcane as the masters of trade, and this is why several small cartels of Dohwar have relocated to Kulm, a world which has had very minimal Arcane involvement.

Ability Score Adjustments: -3 Strength, +1 Intelligence, +1 Wisdom, +2 Dexterity.

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: Most of the kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Dohwar waddle on land at speed 3, and swim at speed 9.

Bonus Languages: Dohwar, Common, plus one other language (most often Giff).

Special Advantages:
ESP: Spell-like power, usable a number of times per day equal to the Dohwar's level.
Arctic Survival: Bonus non-weapon proficiency. Because they're penguins.
Natural Attack: Dohwar can attack with a peck from their beaks for 1d4 damage.
Un-Intoxicable: Dohwar are immune to the intoxicating effects of alcohol.
Dohwar Merger: Dohwar who wed are bound in telepathic rapport effective up to 10 miles distant. This telepathy is constant, and always two-way.
Wealthy: Starting Dohwar characters have double the wealth for a character of his or her class.

Special Disadvantages:
Weapon Restriction: Dohwar are only able to use Dohwar-made weapons due to their awkward limb configuration; their wings are simply not strong enough to wield the weapons of other races (excepting daggers, darts, slings and wands, and other such small items).
Sweettooth: Dohwar cannot be made drunk from alcohol, but a similar effect is reached if they consume sweets. One apple has the effect of a strong beer on a Dohwar, while a few spoonfuls of honey or maple syrup are enough to render the Dohwar blindingly drunk.

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Dracons

Dracons are centauroid creatures with the torso of a lizard man, the head of a dragon and the quadrupedal body of a brontosaur. Its hands have six digits that end in claws, its feet are flat like an elephant's, and it has a long snake-like tail. Dracons are a noble, honorable race with a strong herd mentality.

Ability Score Adjustments: +1 Strength, -1 Dexterity.

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: Most of the kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class, +6 bonus hit points at first level.

Natural Armor Class/Move Rate: 5; Dracons can gallop along at speed 18.

Bonus Languages: Dracon, Common, High Draconic.

Special Advantages:
Natural Attacks: Dracons who are unarmed can attack with their thumb-claws (2 attacks, 1d4 damage each). They cannot use their claws if they also attack with a weapon.
Lower Body Strength: A Dracon's strength score applies only to its humanoid torso. Its lower brontosaur body is exceptionally sturdy; the Dracon can body-slam a heavy or stuck door, gaining a +4 bonus to its die roll to succeed in forcing it open. Dracons also have enhanced carrying capacity, able to take on riders and cargo and even pull wagons if properly harnessed. If a Dracon gives up all other actions in a round, as well as all actions the following round, it can employ its body-slam maneuver in combat. The body slam deals 2d4+4 damage, and forces the target to save vs. paralyzation or be knocked over. Targets who are knocked over must spend the next round standing back up.
Draconic Affinity: Dracons have an excellent relationship with Dragons, even the evil varieties. Their mastery of the High Draconic tongue, as well as their somewhat draconic appearance, earns Dracons a +4 reaction adjustment when dealing with Dragonkind.

Special Disadvantages:
Large Size: Dracons take damage as large creatures.
Herd Mentality: Dracons do not like being alone. A Dracon who has left its herd, even temporarily, must adopt a new herd, even if it consists of non-Dracons. Dracons deprived of a herd of some kind take ill (-3 to all ability score checks, -3 to initiative, -3 to hit, -3 to saving throws).

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Giff

The Giff are large, powerfully-muscled ogre-sized humanoids with the heads of hippopotami. They are renowned throughout Wildspace as mercenaries, and are among the most militaristic races known -- to the point that their entire society is based around the "platoon" as a social unit. On Kulm, most Giff are employed by the Dohwar cartels that have come to do business in Ghed.

Ability Score Adjustments: +2 Strength, -1 Intelligence, -1 Dexterity.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Thief-Cleric.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class, +4 bonus hit points at first level.

Natural Armor Class/Move Rate: 6; Giff move on land at speed 6.

Bonus Languages: Giff, Common.

Special Advantages:
Natural Attacks: Giff can attack unarmed either with two punches (1d6 damage each) or a single headbutt attack (2d6 damage). They cannot use their natural attacks in the same round that they strike with a weapon.
Magic Resistance: Giff have a flat magic resistance of 10%.
Weapon Affinity: The Giff are a highly martial people, and they are especially enamored of smoke powder weapons (arquebuses, muskets, blunderbuses, starwheel pistols, etc.). With such weapons, Giff are highly practiced, and gain a +1 bonus to attack rolls. Further, if a Giff ever rolls a backfire, the character is permitted to re-roll the attack once in order to avoid a mishap.

Special Disadvantages:
Large Size: Giff take damage as large creatures.
Item Malfunction: Any item not specifically designed for the Giff's class has a 10% chance of failure.

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Gravs

Gravs are quat, gray humanoids who dwell in mined-out asteroids and are renowned for their ability to manipulate gravity. They are earthy people who make a living mining asteroids, and are often in contention with spacefaring Dwarves for key mineral deposits in space.
Grav society is strictly class-based, with the "Elites" (an upper class of Grav wizards) dominating the Workers (the non-magical miners who do all the actual work aboard Grav asteroid bases). Some Gravs have never accepted the strict expectations put upon them by their unforgiving societies. Most who feel this way are shipped off to the nearest home base for "reconditioning." The Gravs that live in Ghed are mostly either themselves escapees from the oppressive Grav society, or else they are the offspring or descendents of escapees.

Ability Score Adjustments: +1 Strength, +2 Constitution, -2 Intelligence.

Class Restrictions:

Multi-Class Allowances: Fighter-Mage.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Gravs move on land at speed 9.

Bonus Languages: Grav, Common, and the tongue of Earth Elementals.

Special Advantages:
Infravision: 30' range.
Racial Enmities: Gravs harbor a deep hatred for Silatics, Rust Monsters and other creatures that eat or corrode metal. Gravs have a +1 bonus to strike these creatures in combat.
Affect Gravity: 3/day, 60' range. A Grav can reduce a target's weight by 25% per round. At the end of four rounds, a slight push will send the target tumbling unless they possess a means of flight. There is no saving throw against this ability, though if the Grav is attacked while concentrating on affecting a target he must make a Wisdom check or else lose his concentration. When a Grav's concentration is broken, the victim's weight is instantly restored (normal falling damage, if any, applies).

Special Disadvantages:
None.

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Grommams

The Grommam are intelligent gorilla-like apes. They typically have short, rough, copper-red fur all over their bodies, except for on their faces, the palms of their hands and the soles of their feet. Their skin is a rich chocolate brown, and their eyes range in color from green and blue to gray, brown or black. Grommam legs tend to be short, but their arms spam up to nine feet wide.
The Grommam who live in Ghed are wanderers who have opted to settle down, and they have built small villages in Ghed's forests.

Ability Score Adjustments: Males: +2 Strength and Dexterity, -1 Intelligence and Wisdom. Females: +2 Intelligence and Wisdom, -1 Strength and Dexterity.

Class Restrictions:

Multi-Class Allowances: Diviner-Cleric (Females only).

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Grommams move on land at speed 9, and move in trees at speed 15.

Bonus Languages: Grommish, Common.

Special Advantages:
Natural Ambidexterity: Grommams can use a weapon in either hand and can dual-wield weapons with no penalty.
Foot-wielding: Grommam can manipulate items and even wield weapons with their feet (for example, if hanging by their arms from the rigging of a ship). When foot-wielding, it should be kept in mind that Grommams are still somewhat limited; they cannot, for example, throw spears with their feet, nor pull a bowstring or shoot a crossbow. Further, their natural ambidexterity does not fully apply to their feet, and they cannot wield a weapon in each foot the way they can with their hands. At best, a Grommam can expect to be able to reliably swing a club, axe or some other one-handed weapon when his hands are otherwise occupied.
Climbing Ability: Non-thief Grommam have the Climb Walls score of first level thieves (85%). This increases by +1% per character level, to a maximum of 99%. Grommam thieves have a +25% adjustment to their climbing score; they do not gain the +1%/level increase, instead relying on their rogue skill points to improve their ability.
Rope Use: Grommam begin play with the rope use bonus proficiency.

Special Disadvantages:
Item Failure: Any magical item not specifically designed for the Grommam's class has a 40% chance of failure.

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Hadozee

Hadozee are tall, intelligent apes with skin-flaps stretched between their arms and legs. This peculiar feature grants the Hadozee a limited gliding ability. Hadozee typically have brown hair covering their entire bodies (save for their hands, feet and face), and a shaggy mane that runs from the crown of their heads down over the ears and under the chin. The Hadozee's mouth is a protruding muzzle with several long fangs, and their visible skin is usually tan, ruddy brown or pink in color. Hadozee eyes are solid black.
Hadozee have a strong affinity for Elves, and are often allied with the Elves or hired out as mercenaries aboard Elven Imperial ships in Wildspace.

Ability Score Adjustments: +1 Dexterity, -1 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief, Fighter-Cleric.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Hadozee move on land at speed 12, glide at speed 18 (D).

Bonus Languages: Hadozee, Elven, Common.

Special Advantages:
Natural Ambidexterity: Hadozee can use a weapon in either hand and can dual-wield weapons with no penalty.
Foot-wielding: Like Grommam (above), Hadozee can wield weapons in their feet. However, unlike Grommams, Hadozee feet are fully as functional as their hands, such that they can wield weapons in any combination of limbs (two hands, two feet, a hand and a foot, etc.) that they can manage. So long as they have two limbs free to balance on, the other two can fight or manipulate objects.
Climbing Ability: Non-thief Hadozee have the Climb Walls score of first level thieves (85%). Hadozee thieves have a +20% adjustment to their climbing score.
Gliding: Hadozee can glide on the skin-membranes that stretch between their arms and legs. For every foot they travel forward, they lose one foot of altitude.

Special Disadvantages:
None.

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Hurwaeti

The Hurwaeti once had a large spheres-spanning Empire that was brought down by an alliance of Neogi, Beholders and Illithids. Since then, the Hurwaeti have survived as mercenaries and hirelings.
Hurwaeti are vaguely reptilian/amphibian in appearance: they stand as tall as a human and have the torsos of lizardmen, enormous frog-like legs and webbed fingers and toes. It is rumored by some that the Hurwaeti are somehow related to both Lizard Men and Sahuagin, though how this can be possible none can say. Hurwaeti faces are somewhat Gnomish in appearance, bearing large ears, long pointed noses and full mustaches and beards. Hurwaeti reproduction is remarkable if only because, after the eggs are laid by the female, the male incubates them in a special pouch in his abdomen, keeping them there for about eight months before hatching. This practice sometimes makes it difficult to tell the male Hurwaeti apart from the females (as both genders can have facial hair).
The spacefaring Hurwaeti came to Ghed only recently, but prior to their arrival their kind was known in the marshlands and along the coastlines of Ghed. Tribes of Wiggles (of the Swamp and Saltwater varieties) make their homes on the periphery of Ghedan society, filling a similar niche to the savage Lizard Man tribes of other worlds. These degenerate creatures are the remnants of a colonial outpost of the Hurwaeti Empire that once existed on Kulm. The Hurwaeti do not like to speak much about the Wiggles; they feel something of a mixture of pity and embarrassment for these members of their once great race, and the common monsters that they have become.

Ability Score Adjustments: +1 Wisdom, -1 Constitution.

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Hurwaeti move on land at speed 9, and can swim at speed 12.

Bonus Languages: Hurwaeti, Common.

Special Advantages:
Racial Enmities: The Hurwaeti Empire was laid low by the Beholders, Illithids and Neogi, and Hurwaeti characters have nothing but hatred for these races and those that serve them. A Hurwaeti will never surrender to one of these creatures, nor to a crew that has an Illithid, Beholder or Neogi aboard. In battle against Neogi, Illithids and Beholders (and against characters and creatures who serve them), Hurwaeti have a +1 bonus to hit. This bonus extends to firing upon Illithid, Beholder and Neogi ships if a Hurwaeti is operating ship's weaponry.
Leaping: Hurwaeti legs can propel the creature either 8' straight up or 20' forward/backward. This has historically been a boon to Hurwaeti troops conducting boarding maneuvers.
Fog Cloud: Once per day, a Hurwaeti can create a Fog Cloud as a 9th level caster. This is a natural process and not a true magical effect, and therefore it cannot be dispelled. Hurwaeti often use their Fog Cloud ability during long voyages to replenish the air envelope of the ship they are travelling on.

Special Disadvantages:
None.

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Insectare

The Insectare are a race believed to be related to Elves, though they have a number of decidedly insectoid traits. Their fleshy skin is green in color, and their faces have elven features, but their torsos are encased by a hard, chitinous exoskeletal plating and they have two long, whiplike antennae that sprout just behind their ears. In addition, the irises of their eyes are slightly multifaceted, a feature that is only discernable on very close examination. Little is known of Insectare society other than its goal of subjugation of other races. It is assumed that their homeworld is under the sway of a tyrannical rule that oppress free-thinking citizens.
Insectare in Ghed are usually members of a community of exiles, fleeing the oppression of their homeworld.

Ability Score Adjustments: +1 Dexterity, -1 Constitution.

Class Restrictions:

Multi-Class Allowances: Fighter-Mage, Thief-Mage, Fighter-Mage-Thief.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 3; Insectare move at speed 9.

Bonus Languages: Insectare, Common.

Special Advantages:
Infravision: 60' range.
Antennae: An Insectare has two long antennae, with which it can make whipping attacks in the same round that it strikes with a weapon (1d2 damage each). In addition, an antennae can be used to entangle an opponent's weapon limb with an attack roll of 18 or better. An entangled limb cannot attack, and requires a dexterity check/save vs. paralyzation to escape.
Magic Resistance: Insectare have a flat 20% magic resistance.

Special Disadvantages:
Armor Restriction: Because of Insectares' body plating, they cannot wear armor without great difficulty. Fighters and clerics can still use a shield.
Spelljamming Restriction: Insectare cannot use any spelljamming helms, save for a special helm that functions only for members of their race.
Reputation: People familiar with the Insectare will always have a reaction in the Hostile column.

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Lizard Men (Wildspace)

In Ghed, the only Lizard Men to be found are of the Wildspace variety. These creatures made their way to the stars ages ago, and they credit the practice of incubating their eggs in orbit around suns as the cause of their heightened civility over their groundling cousins. Wildspace Lizard Men tend to have higher craniums than their groundling cousins -- a possible reflection of their spaceborne hatchings, though there is no reported difference in the average intelligence of groundling versus spaceborne Lizard Men. Wildspace Lizard Men also tend to boast individually designed tattoos across their bodies, a trend that developed among the race as a means of helping humans and demihumans to distinguish between two Lizard Men in a spelljammer crew.

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Lizard Men move on land at a rate of 6, and swim at rate 12.

Bonus Languages: Lizard Man, Common.

Special Advantages:
Infravision: 60' range.
Natural Attacks: An unarmed Lizard Man can attack with his claws (1d2, 2 attacks) and a tail slap (1d6) in battle. Armed Lizard Men may attack with a weapon and their tail slap in the same round.

Special Disadvantages:
None.

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Rastipedes

Insectoid centaurs; their ten limbs are divided into four pairs of "legs" on their horizontally aligned abdomen, and one pair of "arms" on their vertically oriented thorax. Rastipedes are a race of merchants, ranking in the top three among the Arcane and the Dohwar. Unlike the Dohwar, the Rastipedes frequently ally with the Arcane, and are often counted among the members of an Arcane's entourage, or encountered as pilots aboard Arcane spelljamming vessels.
In addition to being accomplished traders across several spheres, Rastipedes are hands-down among the best spelljamming pilots in all the Prime Material Plane. It is natural that several members of this race have found their way to Ghed, either as pilots for hire among those coming and going from Ghed's ports, or as traders with business on the world of Kulm, or as pilots in the employ of the Ghedan crown.

Ability Score Adjustments: +1 Constitution, -1 Dexterity.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief, Fighter-Mage, Mage-Thief.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class, with +5 bonus hit points at first level.

Natural Armor Class/Move Rate: 3; Rastipedes move on land at a rate of 15.

Bonus Languages: Rastipede, Common.

Special Advantages:
Superior Spelljamming: A Rastipede powering a Spelljamming helm functions as a caster of three times his level. Thus, a 4th level Mage pilots a spelljamming helm as though he were 12th level.
Natural Attacks: An unarmed Rastipede can attack with the claws on its "arms" (2 attacks, 1d10 damage) in battle. The Rastipede can attack with a one-handed weapon and the claws of its free hand in the same round, but this incurs offhand penalties for two-weapon fighting.
Antennae: The Rastipede's antennae provide it with a very keen sense of smell, protecting the Rastipede from ever being surprised so long as a would-be ambusher has any scent whatsoever.
Mining Detection: Rastipedes are accomplished tunnelers, as they spend the first decade of their lives in the underground hives of their people. Thus, Rastipedes have the following mining detection abilities:

Detect Grade/Slope in Passage

1-5 on 1d6

Determine Approximate Depth Underground

1-4 on 1d6

Detect Unsafe Walls, Ceiling of Floors

1-7 on 1d10

Special Disadvantages:
Armor Restriction: The Rastipede's awkward body shape makes it impossible for them to wear armor of any kind. Also, their bodies are far too long to be protected by any practical type of shield, so they gain no benefit from them at all.

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Rock Hoppers

Rock Hoppers are gnome-sized humanoids who live in asteroid belts (hence the name, Rock Hoppers). Their faces are vaguely owl-like in appearance; their hair is rigid and resembles feathers, and they have a bony plate that comes down over their nose resembling a small owl's beak. Their eyes are large, round and set far-apart, also like an owl's.
In Wildspace, Rock Hoppers are consummate survivors. They live where most other races could not, and manage non-spelljamming propulsion that the most learned of scholars declare could not possibly work.

Ability Score Adjustments: -2 Intelligence, +1 Dexterity and Constitution.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief.

Kit Allowances: The kits below are from the Complete Spaefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 7; Rock Hoppers move on land at a rate of 6.

Bonus Languages: Rock Hopper, Common.

Special Advantages:
Infravision: 60' range.
Jumping: All Rock Hoppers can jump, per the non-weapon proficiency Jumping (although they need not pass a proficiency check to jump). When jumping, Rock Hoppers do not need 20 feet of running room, and all distances for both forward and vertical jumping are doubled.
Reputation: Because Rock Hoppers are viewed by some as a weak, cowardly race, most opponents will leave them alone and attack them last of all in battle.
Air Conservation: This ability was cultivated by the Rock Hoppers after several generations of suviving in Wildspace. Already of Small size, Rock Hoppers use air at one half the rate of other Small size creatures (meaning that, in game terms, they use 1/4 the air that a human would). In addition to using up less air, their ability to conserve breath grants them a bonus to saving throws against effects or spells that require inhalation to be effective (e.g. Stinking Cloud, poison gas, etc.). This bonus is equal to +1 per 3.5 points of Constitution, similar to a Dwarf's resistance to poisons.
Multiple Bodies: Rock Hoppers have developed a unique magical ability that few in Wildspace are very knowledgeable about -- since Rock Hoppers have never merited a serious scholarly study. A Rock Hopper has the ability to cast a special Mirror Image spell 1/day, as a 1st level caster. However, these illusory doubles are able to move independent of the original Rock Hopper, and can even attack to inflict illusory damage (though they wink out of existence once attacked). The Rock Hopper can maintain these doubles with minimal concentration; so the Rock Hopper and its doubles are all able to move and act entirely independently of each other, all under the direct control of the Rock Hopper. Rock Hoppers have used this ability for years in their scavver hunting, using Mirror Image doubles as bait while the real Rock Hoppers hurl their harpoons.
Scavver Hunter's Training: Rock Hoppers base their livelihoods on hunting Scavvers, and so have a +1 racial enmity bonus to hit a Scavver in battle. If a Rock Hopper should ever encounter a groundling shark, the similarities between sharks and scavvers may allow the Rock Hopper to retain his enmity bonus to hit (with DM's permission). As the Hoppers' preferred weapons are harpoons, they gain a +1 weapon affinity bonus to hit with either a thrown or a melee harpoon. This bonus applies only to harpoons, not to similar weapons (like javelins, spears, etc.).

Special Disadvantages:
Arcane Antipathy: Rock Hoppers will not trade or have any dealings with the Arcane. Those who pay enough attention to the Rock Hoppers believe that the race was not always native to the void, and that the Arcane, perhaps, are responsible for the Rock Hoppers' current condition. A Rock Hopper cannot knowingly benefit a member of the Arcane race by giving him money in exchange for anything, even if the item or service in question is desperately needed. A Rock Hopper *might*, after some soul-searching, accept payment from the Arcane for performing a task, though the Rock Hopper's answer will always be no, and the Rock Hopper will not ever consent unless convinced by a non-Rock Hopper companion.

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Thri-Kreen

The mantis-warrior race known as the Thri-Kreen once had an expansive spheres-spanning empire -- thus joining the Illithids, Hurwaeti and Elves in the Spheres-Spanning Empires Club -- but in modern times they are simply one among many prominent races in space.
Thri-Kreen resemble large mantises; their six limbs are so configured that two pairs function as "arms" and one as "legs." Thri-Kreen come in many different varieties, though most non-Kreen would be hard pressed to tell the differences between them.

Thri-Kreen do appear distantly related to the Xixchil (who, perhaps, evolved from Thri-Kreen during or sometime after the whole spheres-spanning empire thing happened).

Ability Score Adjustments: To'ksa, J'hol and J'ez: +1 Dexterity and Wisdom, -1 Intelligence and Charisma. Jeral, Tondi and T'keech: +1 Dexterity and Wisdom, -1 Constitution and Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Cleric, Fighter-Psionicist, Cleric-Psionicist, Fighter-Cleric-Psionicist.

Kit Allowances: The kits below are from Thri-Kreen of Athas.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Thri-Kreen move on land at a rate of 18.

Bonus Languages: Thri-Kreen, Xixchil, Common.

Special Advantages:
Natural Attacks: Unarmed Thri-Kreen have five attacks in a round: four claw-swipes (1d4 damage each) and a bite (1d4+1 damage). T'keech claws are slightly stronger than those of other breeds (1d4+1 damage), as are J'ez bites (1d6+1)
Two Sets of Arms: Thri-Kreen can wield two one-handed weapons or two two-handed weapons without penalty thanks to their dual pairs of limbs. A Thri-Kreen attempting to wield a weapon in each hand must purchase the two-weapon fighting style specialization or else suffer from offhand penalties. Note that a Thri-Kreen could also wield two shields to double their shield bonus to AC.
Antennae: A Thri-Kreen's antennae allow it to reduce darkness penalties by 1 if an opponent is within 15'.
Leaping: A Thri-Kreen is able to leap 50' forward or 20' vertically. Jeral, To'ksa, J'hol, J'ez and T'keech gain this ability at 3rd level, while Tondi gain it at 5th level.
Paralytic Venom: A Thri-Kreen's bite eventually gains the use of a natural venom that paralyzes the Kreen's prey. Bite victims must save vs. poison or be paralyzed for 2d4 rounds (1d8 rounds if size L; 1 round if size H or larger). Jeral, To'ksa and J'hol gain this ability at 5th level, while J'ez, T'keech and Tondi gain it at 4th level.
Dodge Missiles: The Thri-Kreen gains the ability to dodge thrown or hurled missiles with a roll of 9 or under on 1d20. Most breeds gain this ability at 7th level, but the J'hol gain it at 4th level.
Chatkcha: A Thri-Kreen eventually gains proficiency in the Chatkcha, a crystalline throwing wedge shaped like a three-pointed star. The Thri-Kreen is able to hurl a Chatkcha so that it returns to the thrower's hand if it misses its target. T'keech, Tondi and J'hol gain this free proficiency and return-throwing ability at 4th level, while Jeral, To'ksa and J'ez gain it at 5th level.
Kyorkcha: At 4th level, a J'hol gains proficiency in the Kyorkcha, a boomerang-shaped cousin of the Chatkcha. Also at this level, J'hol learn the throw-return maneuver with Kyorkcha, as with Chatkcha above.
Gythka: At 7th level, all Thri-Kreen gain proficiency in the Gythka, a dual-headed Thri-Kreen polearm, if they do not have it already.
Camouflage: In rocky environments, Tondi can blend with their surroundings if they remain completely motionless. If they roll a 9 or under on 1d20, they have succeeded in blending and are not noticed.
Sleepless: Thri-Kreen do not require sleep.

Special Disadvantages:
Large Size: Jeral, To'ksa, Tondi and J'hol Thri-Kreen take damage as large creatures. (J'ez and T'keech are size M creatures)
Armor Restriction: Thri-Kreen cannot wear armor, due to their awkward body configurations.
Elven Antipathy: Thri-Kreen are known to be penultimate hunters, with few qualms about hunting any creature they consider to be a potential food source -- and this sometimes includes sentients. In particular, Thri-Kreen are reputed to consider Elven meat a delicacy. So for some reason, Thri-Kreen suffer a -5 reaction penalty with Elven NPCs (I'm not sure why!).
Hydrophobic: Thri-Kreen bodies are ill-suited toward swimming. They cannot purchase the swimming proficiency, and their limbs and body structure cannot effectively propel them through the water in any meaningful way. If water reaches their breathing holes, they drown at twice the rate of a human.
Piercing Attacks: Any piercing weapon that strikes a Thri-Kreen with a natural 20 on the attack dice pierces the creature's chitinous exoskeleton. In addition to damage, the Thri-Kreen suffers an Armor Class penalty of 1 (which is cumulative with multiple piercings) until the character receives healing. Natural healing of chitin piercings requires 1d4 days of rest.

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Xixchil

A close relative of Thri-Kreen, Xixchil are also large humanoid mantises, save that their upper pair of "arms" ends in mantis-like claws rather than the Thri-Kreen's articulate hands. Like Jeral Thri-Kreen, the hands on a Xixchil's second pair of arms are three-fingered, with each delicate finger being opposable to the others (which gives them tremendous fine-motor skills). Xixchil are renowned surgeons throughout Wildspace, both for curative and more elective procedures.

Ability Score Adjustments: +1 Dexterity and Constitution, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Fighter-Thief

Kit Allowances: The kits below are from the Spacefarer's Handbook.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Xixchil move on land at a rate of 12.

Bonus Languages: Xixchil, Thri-Kreen, Common.

Special Advantages:
Natural Attacks: Unarmed Xixchil may attack with their forearm blades for 2d6 damage each (2 attacks) and a bite for 1d4 damage. Their manipulator-hands are too small and weak to handle weaponry, but Xixchil sometimes surgically add extra attacking appendages (see below). If a Xixchil attacks with its forearm blades and an attacking appendage in the same round, or with two attacking appendages in the same round, offhand penalties are incurred (unless the Xixchil has two-weapon style proficiency). Xixchil cannot make a bite attack in the same round that they use surgically-added weaponry.
Venom: Xixchil can synthesize victim-specific venom, either by biting a victim or by licking its weapons after striking an opponent. Once the victim has been tasted, the venom is created by specialized glands in the Xixchil's mouth the following round. The venom can then be administered either by a bite, or by coating a weapon's edge with the venom (which the Xixchil does by spitting). A successful hit with either a venomous bite or treated weapon forces a save vs. poison at -4 penalty, with success indicating that the Xixchil can never attempt to poison that individual again. If the victim fails the save, the poison either doubles the damage from the weapon that administered it, or (if it was injected by way of a bite) deals damage equal to the Xixchil's total hit points. The Xixchil can only secrete venom 3/day.
Anesthetic: The Xixchil can synthesize a target-specific anesthetic in the same way it manufactures venom. If the victim fails a save vs. poison, the victim is paralyzed for 1d6 turns, though the anesthetic is ineffective against creatures of size L or larger. Xixchil can only secrete anesthetic 3/day.
Body Modification: Xixchil cannot wear armor or wield weapons due to the size and shape of their bodies, but using their race's surgical procedures they can enhance their AC for a price (double the cost of equivalent human armor up to AC 1, and 4,000 GP for AC 0 and each increment after). The maximum that Xixchil can improve their base AC by surgery is AC -4. Similarly, Xixchil can attach additional limbs tipped with weapons. These surgically-added weapons cost five times what the equivalent weapon would cost (per the Player's Handbook). Weapon proficiencies (and specializations for fighters) apply to weapon-limbs, depending on the type of weapon grafted on (so a Xixchil with Mace proficiency should get a mace-arm attached, etc.). Xixchil may only have up to two weapon limbs; thus, they may only have proficiency in two different weapons.
Body Manipulation: Xixchil may purchase this proficiency for 2 slots (3 for non-wizards). This proficiency allows them to perform surgical modifications on others, both Xixchil and humanoids. A Xixchil with this proficiency is required to perform the modifications on Xixchil characters who wish to have grafted armor or weapon-arms attached. Other humanoids or demihumans who are operated on by Xixchil with this proficiency can only have one procedure performed (Enhanced Strength, Enhanced Dexterity, Enhanced Constitution, Flight, Body Armor, Embedded Weapons or Infravision), and the price (in addition to whatever the Xixchil charges for services rendered) is five points of Charisma.
Kreen Kinship: Xixchil are viewed as friends and cousins by the Thri-Kreen, and are always welcomed whenever they encounter the Mantis Warriors.

Special Disadvantages:
Armor Restrictions: Xixchil cannot wear normal armor, unless it is grafted to them by way of surgery.
Weapon Restrictions: Xixchil cannot wield weapons unless grafted on as weapon-arms. Since they may only ever have two weapon-arms, they may only ever have proficiency in two weapons. Xixchil fighters can specialize in one weapon, while having simple proficiency in a second.

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