Staircase


Staircase is an independent city-state, isolated high in the mountains between Ghed and Capitol. The city itself is arranged around and out from the Focus Tower, which houses an entrance to the Infinite Staircase. The Staircase affords those who climb it access to any myriad number of the infinite Planes, and so all on its own is a highly valuable resource.

The city is populated by all manner of creatures and races from the Outer, Inner, Ethereal and Astral Planes. Many (if not most) of these creatures are outcasts from their native societies. A great deal of local power rests in the hands of a faction of Githyanki and Githzerai who are aiming toward building reconciliation between their two peoples.
Common agreement and the support of Ghed's mercantile airfleet help to keep Staircase completely neutral and beyond the grasp of ambitious powers like Capitol or Pallin.

Geopolitical Background

Staircase has limited dealings with several nations and individuals on Kulm. Anyone seeking planar travel (for whatever reason) can book a flight to Staircase aboard a Gith vessel (and both the Gith Pirates and the Zerth Freebooters move fairly regularly through most of the major spelljamming ports on the planet). Once there, it's all a matter of gaining clearance from the Stairkeepers, an order of Lillendi dedicated to taking care of and protecting the Infinite Staircase. If the Stairkeepers judge a person worthy, he or she is permitted to climb the staircase and access the worlds of planar travel beyond.

Even though the Lillendi pull the strings, they aren't the ones who founded Staircase. The city, as the story is told, was founded by a party of planewalking adventurers who had used the Infinite Staircase to defeat an evil wizard with delusions of multi-planar conquest. Once these heroes had righted all the wrongs, a chance side-trek down a previously unmarked path on the Staircase lead them to an abandoned tower in the middle of a high mountain range on a backwater world of the Prime Material. This, as it turns out, was the same mountain range that divided the nations of Capitol and Ghed on the world of Kulm -- coincidentally the homeworld of one of the party's members.

After some exploring, the party decided that they would retire to Kulm, and so they spent some time fixing up the ruined tower in which the Staircase was housed. Two of the party's members -- a Githyanki and a Githzerai -- eventually wanted to use their retirement villa as a refuge for like-minded Gith exiles, and began inviting friends to come and make a life for themselves on Kulm, away from the prying eyes of Wizard Kings or Lich-Queens.

Then more planewalkers arrived, and word spread. Those who wished to hide or disappear began showing up in the growing village, and soon temporary tent-housing was converted into shacks and shanties. Not long after that, the city's first inn was built, and then a few proper houses appeared. By this time, traffic down the path into the booming city was sufficient to draw the attention of the Lillendi, the caretakers of the Infinite Staircase. They set up offices in the city as well, preserving their right to deny access to the Staircase to those that were unworthy.

The Original Planewalking Party
  • Bort, a Githyanki G"lathk and Veronica's lover. He is the leader of the Githyanki in Staircase. His spectral hound companion, Ciro, is never far from his side.
  • Chargo, an exiled Rutterkin Tanar'ri. He didn't so much "adventure" with the party, as they rescued him and he just sort of tagged along and occassionally either did something useful or just got in the way. Chargo is a somewhat skilled blacksmith, and runs a smithy in the city.
  • Veronica D'evette, an Aasimar priestess, Veronica was the de facto leader of the group for the moral support and guidance she gave to its various members. She and her family together run Staircase's main inn, Idun's Rest.
  • Drix, a Githzerai Thief and Anarch, and an associate of Bort's. Drix fancies herself the leader of the Githzerai in Staircase, and she works with Bort to make sure that their races don't descend into in-fighting (which does sometimes happen among new arrivals to the city).
  • Carianna Milamber, a Grey Elven Diviner and Quilo's older sister. She began adventuring with her brother after the party came to her for her skill as a seer. Both she and Quilo are natives of Kulm; their parents are Lord Rilfen and Lady Luothia Milamber, who preside over the Midsummer Court in Alfland.
  • Quiloscient Milamber, a Grey Elven Bladesinger originally from Alfland, and Carianna's brother. Until the party found Maegrim, Quilo was the group's only fighter -- excepting, of course, Bort's hound, Ciro. With Veronica, Bort, Troondh, Tzuri and Iori, Quilo was one of the party's founding members. He runs a fencing school in Staircase.
  • Troondh Red-Ears, a Kobold Thief-Witch Doctor, and leader of the Lost Tribe of Kobolds. He is attended at all times by his giant weasel companion/mount, Prt.
  • Maegrim Stahlhammar, a powerfully-built Bariaur gladiator. He is the unofficial leader of the small herd of Bariaur that graze around the periphery of Staircase.
  • Tzuri, an Irda Ogre Thief-Mage from Krynn. As the party's resident shapeshifter, his natural powers were key to some of the group's more fantastic adventures. Most of the time, he appears as a nondescript human male of medium build.
  • Ioronius Mierlen, a human psionicist from a world he calls Cerilia. No one in the group really likes him, and the Lillendi have refused to allow him to travel back onto the planes by way of the Infinite Staircase. He has taken to wandering Kulm on his own and is rarely seen in the city of Staircase.
  • Hoshi, a fox-tailed woman from a land she calls Kara-Tur, she was a martial artist, and might have been a wizard as well. She was Iori's companion, and had an unclear (but very disturbing) connection to the psionicist. Hoshi got along with the rest of the party about equally as well as Iori did, and followed the psionicist when he decided to "walk the earth" after the Lillendi took away his stairwalking priveleges.
  • Bailey Furfoot and Krivoi Rog, a pair of hirelings that the party took on just prior to arriving on Kulm: the former a Halfling warrior, the latter a human mage. They followed Ioronius on his wanderings through Kulm and haven't been seen since.

Internal Background

The city of Staircase doesn't really have a singular, formal leadership like most nations. The majority of the city's population is refugees. However, there are a couple of individuals and groups who hold a lot of power.

First, there's the members of the adventuring party that founded the city. All of them (with the exceptions of Iori, Bailey and Krivoi) hold a good deal of authority in the governing of the city, and some of them even have important daily roles (like Troondh, who is now chieftain of the Lost Tribe; or Maegrim, who is the leader of Staircase's bariaur herd). When Staircase must deal with foreign powers and present some sort of "official" government, the members of the party form "the Governing Council." Official functions of the Council are usually held in the large common area of the Focus Tower, and Veronica, Tzuri, Troondh, Quilo or Bort fill out the rotating position of council chair.

Second, there's the Gith races: Githyanki, Githzerai and the spelljamming Gith pirates. Exiles from all three races have come together in Staircase to see if they can't work out the differences that have kept their peoples apart and warring with each other for millennia. This group by itself wields a lot of power if only because of the (ironically) high degree of racial cohesion that ties the races together as Gith. The Gith races adhere to a leadership triad: Bort the Githyanki, Drix the Githzerai, and a Gith Pirate named Tur'z'th who self-styles himself "The Admiral of Staircase." (and he has a spiffy admiral's hat to prove it)

Third, there's an unusually large number of kobolds in Staircase. This is the Lost Tribe, a race of Kobolds who departed from Troondh's homeworld generations ago, and which Troondh was on a quest to find when he hooked up with the party on their adventure. Troondh did eventually find some members of the Lost Tribe, and he brought them to Staircase. But then other Kobolds -- both from the other planes and from various parts of Kulm -- just started showing up insisting that they were members of Troondh's tribe, and so the numbers of Kobolds grew, and grew, and grew. In actuality, almost none of the Kobolds who "just showed up" were really members of the Lost Tribe. And even though Troondh knew this, he figured the best way to ensure his tribe didn't get lost again was to make sure it was big enough to protect itself. So, any Kobold that happens to come Troondh's way, he'll accept with open arms and call them Tribesmates. And that is how Kobolds became so numerous in the city of Staircase.

Finally, after the "Governing Council," the Gith races and the Kobolds, there are the Lillendi Stairkeepers. It's unclear how many Lillendi come and go through the Staircase, but at least 20 are stationed inside the actual Focus Tower itself to protect the stairwell that leads onto the Infinite Staircase. Should the Focus Tower come under attack, four times that number can be mustered to defend the Staircase within three rounds. The Stairkeepers are distinct among other Lillendi because of the faceless masks of infinity that they wear: featureless silver masks with an infinity symbol emblazoned across them.

Allowable Races


Planar/Prime Humans, Demihumans and Humanoids

Identical to their Prime counterparts, Planar Humans, Demihumans and some Humanoids make up a fairly good chunk of Staircase's population. They are as standard for their race or sub-race, save that the player must detail a backstory for the character that explicitly notes the plane the character was born on.

There are also a few planewalkers (like Tzuri, Troondh and Quilo) who are originally Primes. Primes in Staircase can come from any number of worlds or campaign settings.

Characters from almost anywhere, any plane or prime world (or campaign setting) could conceivably show up in Staircase. Such transients should receive DM clearance on their race, class and kit before being allowed into play, however, and all must have a detailed backstory that explicitly notes the character's plane or prime world of origin.

Special Benefits: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Kit Allowances: Any from any of the Brown Books, plus the Planewalker kits from the Complete Planewalker's Handbook, Guide to the Ethereal Plane and Guide to Hell.

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Aasimar

Aasimar are plane-touched beings whose blood courses with the vitality of mortals and the purity of Celestials -- Aasimon, Archons, Asuras, Guardinals or Eladrins.

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

Class Restrictions:

Multi-Class Allowances: (Multi-Classed Aasimar have their level limits in all classes reduced by 2) Fighter-Priest, Fighter-Mage, Fighter-Bard, Ranger-Mage, Ranger-Priest, Mage-Priest, Mage-Thief, Mage-Bard, Priest-Bard.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

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

Bonus Languages: Common. Aasimar also begin knowing the language of the Celestial race that sired them (Aasimon, Archon, Asuras, Guardinal or Eladrin)

Special Advantages:
Infravision: 60' range.
Keen Senses: +1 to Surprise Checks.
Elemental Damage Resistances: Half damage from Heat or Cold.
Mental Fortitude: +2 to save vs. Charm, Fear, Emotion or Domination effects.
Magic Resistance: 10% flat resistance.
Variable Abilities: Players who want to customize their Aasimar characters can forsake their Elemental Damage Resistances (above) for two new, different abilities. The DM will roll consult the Aasimar Abilities table and give the character his/her replacement abilities.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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Alu-Fiend

With Cambions, Alu-Fiends are first-generation spawn of Tanar'ri and mortals. Alu-Fiends are always female, the result of mating between mortal males and succubi. They appear as lithe and beautiful young women with small bat wings protruding from their backs.

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

Class Restrictions:

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

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Alu-Fiends move at rate 12 and can fly at rate 15 (D).

Bonus Languages: Tanar'ric, Common.

Special Advantages:
Magic Resistance: 30% resistance to all spells.
Danger Sense: Avoid surprise 75% of the time.
Drain Touch: Alu-Fiends have a natural touch-attack that allows them to harm a foe for 1d8 damage, and simultaneously heal their own wounds for the same amount. They cannot use this attack in the same round that they strike with a weapon, or use any other ability.
Infravision: 240' range.
Resistances: Half damage from fire, electricity and poison. +1 to save vs. cold and gas attacks.
Spell-like Powers: Each usable 1/day- Charm Person, Dimension Door, ESP, Suggestion.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Experience Penalty: Alu-Fiends require twice the normal amount of experience to rise in level.

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Bariaur

These creatures look as though they may be related to centaurs -- at the very least, they could be described as "centauroid" in appearance. Their bodies are those of mountain goats or rams, while their torsos are quite human, topped by heads which sport curling ram's horns. Male horns are large and thick enough to do damage in combat, while the horns of female bariaur are shorter, little more than nubs.
The bariaur of Staircase have all congregated into a single herd, where they follow the informal lead of the gladiator-hero Maegrim Stahlhammar.

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

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Bariaur move at rate 15.

Bonus Languages: Bariaur, Common.

Special Advantages:

(Male Bariaur)
Infravision: 60' range.
Natural Attack: Male Bariaur can attack with a headbutt from their horns for 1d8 damage.
Charge: If a male Bariaur has 30' of running room, he can charge an opponent for triple headbutt damage. If the Bariaur hits, he must save vs. breath weapon or suffer the same damage as the target. Charged creatures of size M or smaller are knocked to the ground 50% of the time.

(Female Bariaur)
Infravision: 60' range.
Awareness: Female Bariaur have keen senses and a higher level of alertness than their male counterparts, gaining a +2 bonus to all surprise checks.
Magic Resistance: Being more intellectually inclined than males, and adept with magic, female Bariaur are also more resistant to baleful magic effects, gaining a +3 bonus to save against harmful magical effects.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Size: Bariaur are damaged as large creatures.

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Bladeling

Bladelings hail from Ocanthus, the fourth layer of Acheron, among the blades of ice and iron. They seem to even be made from the stuff of their home plane: their eyes glow like translucent chips of glacial ice, and skin and bones protrude from their bodies in the form of jagged, sharp blades of wood, ice and steel.

Ability Score Adjustments: +2 Constitution, -2 Charisma.

Class Restrictions:

Multi-Class Allowances: Male Bladelings can be Fighter-Conjurers, and females can be Fighter-Clerics.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 2; Bladelings move at speed 12.

Bonus Languages: Bladeling, Common.

Special Advantages:
Natural Attack: When unarmed, Bladelings can attack with their bladed fists for 1d6 damage each.
Resistances: Half damage from cold and fire.
Immunities: Immune to corrosion effects (rust, acid); immune to normal piercing missiles and bladed weapons.
Magic Resistance: 10% resistance to all spells.
Razor Storm: Once per week, a Bladeling can explode a piece of its outer skin, sending shrapnel up to 15' forward in a hail of blades. The attack does 3d12 damage to any within the blast area, though the victims can save vs. breath weapon for half damage. The use of the Razor Storm ability weakens the Bladeling's base AC from 2 to 6, the Bladeling's magic resistance falls to 5%, and any physical attacks striking the area where its skin exploded does double damage to the Bladeling (spells and elemental attacks do only normal damage; fire, cold and acid all do normal damage after a Razor Storm attack). It takes a Bladeling 1d4 days to regenerate its lost blades after a Razor Storm attack.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Experience Penalty: Bladelings have a 10% experience penalty as they advance.

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Cambion

Cambions are the male counterparts of Alu-Fiends, being the product of Tanar'ric mating with mortal females. Mothers rarely survive the births of such children. Cambions appear human-like in appearance, though their skin is pitch black and often scaly, their ears are long and pointed, and their hair and eyes are blanch white.

Ability Score Adjustments: Cambions generate their Strength and Dexterity scores with a roll of 5d4, rather than 3d6. They generate their Charisma scores with a roll of 6d4. Constitution, Intelligence and Wisdom are all rolled normally.

Class Restrictions:

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

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Cambions move at rate 15.

Bonus Languages: Tanar'ric, Common.

Special Advantages:
Rank: Until 4th level, a Cambion has no rank among others of its kind. When the Cambion reaches 4th level, it is called a Major. From 6th level on, a Cambion can lay claim to the title of "Baron" or "Marquis," as the individual prefers. The title has little effect on gameplay, though Tanar'ri might be more well-disposed toward a Baron/Marquis Cambion than one of lower rank.
Magic Resistance: 30% resistance to all spells.
Infravision: 240' range.
Resistances: Half damage from fire, electricity and poison. +1 to save vs. cold and gas attacks.
Spell-like Powers: At initial creation, Cambions roll 1d4, and the result determines how many spell-like powers they have. Cambions choose their powers from the following list: Detect Magic (1/day), Fear (by touch, 1/day), Levitate (1/day per level, max 7/day), Polymorph Self (1/day per two levels, max 3/day)
Charming Cambions: Cambions with Charisma scores of 18 or better can cast Charm Person 1/day, in addition to any other spell-like powers they possess.
Stealthy: Cambions are highly stealthy; non-rogues have the Climb Walls, Hide in Shadows and Move Silently skills as a thief of the same level. Cambion thieves have +20% to each of these skills. None of a Cambion's rogue skills ever suffer penalties for bulky armor.
Ambidexterity: Cambions are naturally ambidextrous, and can fight with a weapon in either hand without penalty.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Experience Penalty: Cambions require twice the normal amount of experience to rise in level.

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Devilkin

Devilkin are plane-touched creatures who are first-generation spawn of Baatezu and mortal blood. Some lump these creatures together with Tieflings, while most planar scholars prefer to make a distinction.

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

Class Restrictions:

Multi-Class Allowances: (Multi-Classed Devilkin have their level limits in all classes reduced by 2) Fighter-Wizard, Fighter-Priest, Fighter-Thief, Wizard-Thief, Priest-Thief.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

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

Bonus Languages: Baatorian, Common.

Special Advantages:
Baatoric Feature: Each Devilkin has a physical feature that gives away his or her fiendish parentage, as determined by the following table:

1d6 Roll
Baatoric Feature
1

Horns (character can use a gore attack in lieu of any weapons attacks or other actions; the gore attack deals 1d8 piercing damage and has +2 to hit)

2

Tail (character has a long, prehensile tail. The tail provides an extra attack each round, slashing for 1d4 damage. The tail can also wield any small-sized weapon that the character is proficient with)

3

Wings (character has a set of gargoyle-like wings that allow flight at a rate of 12 with a maneuver class of C)

4

Claws (character has razor-sharp claws on his hands and/or feet. Instead of using a weapon, the character can make two clawing attacks in a single round for 1d4 damage each)

5

Fangs (character has long fangs protruding from his or her mouth, either underbiting or overbiting [player's choice]. In lieu of a weapon attack or other action, the character can make a bite attack for 1d4 damage, and the character can hold onto a bitten victim and continue to rend in subsequent rounds. A bite victim must make a Strength check to break free)

6

Scales (character's body is covered with fine scales that provide an AC and save bonus of +1)

Baatoric Special Ability: In addition to a physical vestige of their fiendish ancestry, Devilkin also inherit some of the magical power of their Baatezu parents. Devilkin gain one of the special abilities from the following table:

1d6 Roll
Baatoric Special Ability
1

Darkvision (the Devilkin can see perfectly in even total darkness. This is not Infravision; it is simply the ability to see without light)

2

Resistances (+2 to save vs. Cold and Poison)

3

Sense Intent (Know Alignment 1/day)

4

Fire Resistance (Half damage from fire-based attacks)

5

Illusion Power (Phantasmal Force 1/day)

6

Magic Resistance (1% magic resistance per level)

Additional Special Abilities: Devilkin can unlock more of their Baatorian heritage by making sacrifices to the Lords of the Nine. Each sacrifice of 1 HD or more (in living creatures) earns the Devilkin an additional Special Ability from the table above, and has a 20% chance to inadvertantly trigger the growth of an additional Baatoric Feature (also from the tables above). Each sacrifice has a 25% chance to cause the character's alignment to slide one step in the direction of Lawful Evil.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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Diaboli

Despite their name and appearance, Diaboli are not fiends, nor are they related to fiends. They are demihumans (yes, demihumans) from the Demiplane of Nightmares, who infrequently become Planewalking adventurers out to explore the Ethereal and beyond. From a study of Diaboli society on the Demiplane of Nightmares, most scholars agree that this race is the equivalent of humanity in their native world.
Among themselves, the Diaboli are divided into three subraces: Bare Diaboli (who lack all body hair), Common Diaboli (who have human-like proportions of head, body and facial hair), and Hirsute Diaboli (who have thick, curly goatlike hair over the lower halves of their bodies). All Diaboli have similar body structure: two small horn-nubs protruding from the tops of their heads, a tail that is slightly longer than their legs, mauve or lavender skin and hooved feet. Diaboli hands have three fingers and a thumb, and their eyes have vertical irises like a reptile's. A Diabolus' tongue is long and forked, like that of a snake, giving the creature an enhanced sense of smell.

Ability Score Adjustments: None.

Class Restrictions:

Multi-Class Allowances: None. Diaboli may dual-class.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 9; Diaboli move at rate 12.

Bonus Languages: Diabolus, Common

Special Advantages:
Natural Attacks: When unarmed, Diaboli can make two attacks in a round: one with a bite (1d6 damage), and one with their tails (1d4 damage). The tail also injects a mild poison: victims must save vs poison or be paralyzed for 1d6 rounds. Diaboli themselves are immune to this venom. When armed, they may attack with their tail in addition to a weapon attack, but cannot bite.
Cartwheel: If a Diabolus is wielding a trident (the race's preferred weapon), they can execute a cartwheel, in combination with their trident and tail. While cartwheeling, a Diabolus doubles his movement rate to 24. Cartwheeling is as fatiguing as running, and can be maintained for 30 rounds at most.
Magic Resistance: Most Diaboli are completely immune to the effects of magic from the Prime Material Plane, but adventuring Diaboli have sacrificed some of this immunity in order to gain some benefit from Prime magic. Adventuring Diaboli are thus 50% resistant to both harmful and helpful magic. Note that Diaboli have no magic resistance against spells or magic used by other creatures from the Demiplane of Nightmares, including other Diaboli.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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Genasi

The Genasi are a plane-touched race with the blood of the elementals coursing through their veins. They are haughty and often self-righteous, and rarely enjoy the company of others -- even other Genasi.

Ability Score Adjustments:

Air Genasi: +1 Dexterity, +1 Intelligence, -1 Wisdom, -1 Charisma
Earth Genasi: +1 Strength, +1 Constitution, -1 Wisdom, -1 Charisma
Fire Genasi: +1 Intelligence, -1 Charisma
Water Genasi: +1 Constitution, -1 Charisma

Class Restrictions:

Multi-Class Allowances:

Air Genasi (Half-Djinn): Fighter-Cleric, Fighter-Wizard
Earth Genasi (Half-Dao): None.
Fire Genasi (Half-Efreet): Fighter-Wizard
Water Genasi (Half-Marid): Fighter-Cleric, Fighter-Thief

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10 for all but Earth Genasi, who have a base AC 8; Genasi move at rate 12. Water Genasi swim at rate 15.

Bonus Languages: Common. Each Genasi speaks the language of the Elemental that sired him/her.

Special Advantages:

(Air Genasi)
Elemental Resistance: +1 bonus per 5 levels to all saving throws against air-based magic and spells.
Breathless: Air Genasi have no need to breathe, and so can exist in airless environments and are immune to spells and effects that require breathing.
Mingling with the Wind: Levitate 1/day as a 5th level caster.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

(Earth Genasi)
Elemental Resistance: +1 bonus per 5 levels to all saving throws against earth-based magic and spells.
Stone Knowledge: Earth Genasi an innate knowledge of stone equivalent to the Appraising proficiency.
Merging with the Stone: Pass Without Trace 1/day as a 5th level caster.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

(Fire Genasi)
Elemental Resistance: +1 bonus per 5 levels to all saving throws against fire-based magic and spells.
Fireproof: Suffer no damage from normal fire.
Reaching to the Blaze: Affect Normal Fires 1/day as a 5th level caster.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

(Water Genasi)
Elemental Resistance: +1 bonus per 5 levels to all saving throws against water-based magic and spells.
Water Breath: Water Genasi breathe water as easily as they breathe air.
Calling to the Wave: Create Water 1/day as a 5th level caster.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Genasi Arrogance: Genasi tend to be haughty to others they meet, viewing other beings as less than they are. Genasi suffer a -2 reaction penalty when dealing with NPCs who have dealt with Genasi before.

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Gith Pirate

One of the Gith races, more closely related to Githyanki than Githzerai. When the Gith race split and the Githyanki went to the Astral Plane and the Githzerai went to Limbo, this branch of the race remained on the Prime to plunder the spaceways and pick the corpse of the collapsing Illithid empire. Gith Pirates resemble somewhat feral Githyanki, having pale yellow or blanch white skin with skeletal features and prominently sharp teeth. They are distinguished from the other Gith by the lack of noses; Gith Pirates breathe through their mouths. Their hair ranges from red-brown to blue-black, and their eyes are most often red or yellow.
The Gith Pirates in Staircase have broken with the raiding lifestyle of their race and joined together with the other Gith looking for a reunification of the race. They are followers of the "Admiral" Tur'z'th, and likely admirers of his admiral's hat.

Ability Score Adjustments: No adjustment.

Class Restrictions:

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

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

Hit Dice: By class.

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

Bonus Languages: Gith, Common. The old tongue of the Gith is about 50% understandable to speakers of Githyanki or Githzerai.

Special Advantages:
ESP: Usable 3/day. This power allows all Gith Pirates to power series helms.
Mouth-Breathers: Gith Pirates breathe through their mouths, and somehow this allows them to use less air than other man-sized creatures. When calculating air use aboard a Spelljamming vessel, Gith Pirates take up only 1/2 as much air as they should, given their size. This ability also grants Gith Pirates a +2 to save against gas attacks, and other harmful effects that require breathing, since Gith Pirates can hold their breath longer than most folk.
Astral Helms: Gith Pirates are one of the few non-Githyanki races able to power Githyanki Astral Helms.
Ship-Shunt: When a Gith Pirate is at the helm of an Elven ship of 50 tons or less, he can use his race's latent planeshifting ability to shunt the entire vessel into the Astral Plane. They may only use this ability 1/day.

Special Disadvantages:
None.

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Githyanki

One of the Gith races, native to the Astral Plane. Long ago, the Githyanki and Githzerai were a single race of humans who had been enslaved by the Illithids. Eventually, through the development of arcane and psionic powers of their own, the slaves were able to throw off the shackles of oppression by following the lead of a warrior-woman named Gith. However, not long after freeing themselves, the slaves fell to quarrelling amongst each other. Those who followed Gith were pitted against those who followed a wizard named Zerthimon. The two sides parted ways: the ones who would become the Githyanki followed Gith into the Astral Plane, and there they made their home.
Githyanki are still human in form, though their skin is yellow in color, their ears are pointed, and their noses are small and set high into their faces. Githyanki have also become egg-layers, through an evolutionary process having to do with countless generations of the race growing up in the Astral Plane. Githyanki in Staircase are members of the sect of Gith dedicated to reconciling and reunifying with their Githzerai kin.

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

Class Restrictions: Githyanki have their own colorful names for some common classes. The class options below are listed in terms a Githyanki would understand and appreciate. Under Other, three unique Githyanki classes are listed: G"lathk, Mlar and Hr'a'cknir. The G"lathk is a Githyanki equivalent of the human Commoner class, while the Mlar and Hr'a'cknir are artisans and shapers of Astral energies who advance as Wizards but have spell-like powers rather than spell-memorization abilities.

Multi-Class Allowances: Gish (Fighter-Mage)

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Githyanki move at rate 12. On the Astral Plane, Githyanki move at speed 96.

Bonus Languages: Githyanki, Common

Special Advantages:
Wild Talent: Githyanki, as a race, have double the normal chance for Wild Talents as humans. Moreover, they also have the possibility of possessing arcane Wild Talents, in the form of a spell-like power usable 3/day. Players of Githyanki characters have the option of choosing whether or not their character possesses a Wild Talent, and whether that talent will be psionic or arcane in nature (no Githyanki PC has both). The actual talent itself is then rolled for by the DM.
Astral Helms: All Githyanki are able to power and pilot Githyanki Astral Ships, due to the unique designs of their Githyanki Astral Helms. Staircase has only a few of these vessels -- stolen from the Githyanki and brought by Gith Pirates to Kulm.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Racial Reputation: Githyanki have a... how you say?... not-so-nice reputation among most races. Good-aligned nonplayer characters outside of Staircase react to Githyanki with a -2 penalty. Even neutral-aligned NPCs react with a -1 penalty. Oh, and Githzerai (that is, those not from Staircase) react to a Githyanki with a -8 penalty.

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Githzerai

Githzerai are related to Githyanki, and are the descendents of the followers of Zerthimon. When the Githyanki established themselves on the Astral plane, the Githzerai founded their own civilization in the chaotic soup of Limbo, and have lived there ever since.
Githzerai have the basic humanoid form of their human ancestors, though they tend to be taller and much thinner, with long faces, pale yellow skin and pointed ears.
The Githzerai in Staircase are members of their race who are looking for an end to their ages-long conflict with the Githyanki. They hope that by learning to live alongside the Githyanki in Staircase, they can spread a similar goodwill to their friends back home in Limbo. This is a decidedly different attitude from the Githyanki, whose populations in Staircase are pretty much reconciled to the fact that they are now permanently exiled from the rest of their kin.

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

Class Restrictions:

Multi-Class Allowances: Zerth (Fighter-Mage)

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate. In addition, below are two unique Githzerai kits: the Freebooter and the Rrakkmar.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Githzerai move at rate 12. On Limbo, Githzerai move at speed 96.

Bonus Languages: Githzerai, Common

Special Advantages:
Magic Resistance: Githzerai have an inborn magic resistance equal to 5% per level, to a maximum of 95%.
Anarchs Guild: A sect that only Githzerai can belong to.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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Khaasta

The Khaasta are a race of lizard men (who may or may not be related to other lizard men) native to the Outer Planes. They are especially known as bandits, raiders, slavers and smugglers who plague the Outlands and sometimes hide out along the Chaotic end of the Great Ring.
The Khaasta who live in Staircase are a mix of racial exiles and fugitives looking for a good place to lay-low.

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

Class Restrictions:

Multi-Class Allowances: Fighter-Thief.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Khaasta move at rate 9.

Bonus Languages: Khaasta, Common.

Special Advantages:
Natural Attack: Khaasta can bite for 1d6 damage. They may bite in the same round that they attack with a weapon.
Lizard Riding: Khaasta are considered automatically proficient in the care and riding of Giant Lizards, the preferred mounts of this race. When fighting from lizard-back, Khaasta have a +1 bonus to hit.
Weapon Affinity: +1 to hit with bows.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Chaotic Reputation: All henchmen and NPCs have a -1 loyalty base and reaction adjustment when dealing with Khaasta. This penalty is -2 if the NPC/henchman is lawfully aligned. This penalty stands regardless of the individual Khaasta's actual alignment, but may be mitigated by persoal experience with the Khaasta character.
Raider Reputation: Outer Planar merchants who have been attacked by Khaasta raiding parties have a -3 reaction penalty (not cumulative with the Chaotic Reputation penalty) when dealing with Khaasta characters.

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Kobolds

The Kobolds of Staircase belong to the Lost Tribe. Members are either original members of the Lost Tribe, found by Troondh Red-Ears during his quest, or they are impostors seeking assylum by laying claim to tribal membership. These Kobolds are both primes and planars; some from Baator and Acheron, others from various prime worlds or even places on Kulm (like the Hordelands). Troondh takes them all in without question; the bigger his tribe, the stronger they are.
Kobolds are NOT, nor have they ever been, reptiles. They are Goblinoids, related to Goblins and Orcs, and always have been. They are not in any way related to dragons. That is lame, and stupid, and retarded.

Ability Score Adjustments: +3 Dexterity, -1 Strength, -1 Constitution.

Class Restrictions:

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

Kit Allowances: The kits below are drawn from the Complete Book of Humanoids and the sources for Planar characters. Each kit is noted parenthetically whether it is available to Primes or Planars.

Hit Dice: By class.

Natural Armor Class/Move Rate: 10; Kobolds move on land at a rate of 6.

Bonus Languages: Kobold, Common. Kobolds from the Hordelands also speak Gnollish.

Special Advantages:
Infravision: 60' range.
Reputation: Because Kobolds are viewed by some as a weak, cowardly race, most opponents will leave them alone and attack them last of all in battle.
Cowardly Tactics: Due to their tendency to avoid direct confrontation, Kobolds are instinctively learned in two non-weapon proficiencies, available free of cost at first level: Hiding and Set Snares.
Animal Affinity: Kobolds have a strong affinity for dogs, rodents and ermine creatures. They can innately communicate with these creatures, and calm them as a Ranger. When dealing with these animals, Kobolds have the benefits of the Animal Training and Animal Handling proficiencies.
Lost Tribe: True members of the Lost Tribe are psionic wild-talents. They have the Animal Affinity talent, enabling them to adopt rat-like forms and shapes to their bodies. True Lost Tribesmen are always Primes.
Faction Membership: (Planar kobolds only) Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Light Sensitivity: Kobolds fight with a -1 penalty to attack rolls and morale while in sunlight. This can be overcome with the purchase of the Survival: Daylight proficiency, which is always purchased with a cross-class penalty (even for warriors).

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Nathri

Nathri are diminutive, green-skinned humanoids who have adapted to survival on the Ethereal Plane by raiding various demiplanes. They are experts at survival in the Deep Ethereal, and are a fiercely independent, freedom-loving race.

Ability Score Adjustments: +1 Dexterity, Constitution and Wisdom, -1 Strength, Intelligence and Charisma.

Class Restrictions: Nathri can reach 12th level in a class if they possess scores of 18 in the prime requisite(s).

Multi-Class Allowances: Fighter-Thief

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Nathri move on land at a rate of 18.

Bonus Languages: Nathri, Common.

Special Advantages:
Natural Attack: Unarmed Nathri can attack with a barb on the backs of their right hands. This barb inflicts 1d4 damage and injects a poison; victims must save vs. poison or become disoriented from the venom, suffering -1 penalties to all attack rolls, proficiency checks and saving throws for 1d6 rounds. Subsequent failed saving throws extend the poison's duration, but not its severity.
Independence: Nathri independence and willpower affords them a +1 bonus to save vs. charm effects.
Ethereal Survival: Nathri begin play with a bonus Ethereal non-weapon proficiency (player's choice), reflecting the race's deep knowledge of their home plane. In addition, all Nathri can see into the Border Ethereal when on another plane touching the Ethereal.
Nathri Raider Training: Nathri fighters have a +1 bonus to attack rolls with weapons, and Nathri thieves have a +5% bonus to all thieving skills. Nathri Rangers gain both benefits (+1 to hit with weapons and +5% to Hide in Shadows and Move Silently).
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Tradeoff: In exchange for the boons of their raider training, Nathri suffer some saving throw penalties. Nathri Rogues suffer a -1 penalty to save against poison, paralyzation and death magic; Warriors suffer -2 penalties against the same effects. Fighter-Thieves suffer the penalty for Fighters only; the penalties of their two classes are not cumulative.
Reputation: Planar NPCs from the Ethereal Plane or any Demiplane that might have experienced Nathri raiding have a -2 reaction adjustment to Nathri PCs.

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Nethling

These creatures are natural shapechangers formed directly from the substance of Neth, the Demiplane that Lives. Nethlings are created by Neth as extensions of its will, to travel the multiverse and gain knowledge to bring back to Neth. Sometimes, a Nethling goes rogue and gains awareness of itself, and seeks to preserve that awareness by avoiding (at all costs) returning to Neth to be re-absorbed and destroyed.

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

Class Restrictions: Nethlings can reach 11th level in a class if they possess scores of 18 in the prime requisite(s).

Multi-Class Allowances: None. Nethlings can dual-class.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Nethlings move at rate 12.

Bonus Languages: Common. Nethlings can communicate with each other by sharing telepathic impulses through touch. In addition, a Nethling character begins play knowing 1d4 languages programmed into it by Neth when it was first created.

Special Advantages:
Magic Resistance: Nethlings have only a slight magic resistance of 3%; when they were a part of Neth, they had a resistance of 35%.
Favored Form: Nethlings have adopted a favored humanoid form to advance in with their newfound free will. They have perfected this form to the point that other members of the race are 95% likely to believe the Nethling is one of their own.
Shapechanging: Nethlings can alter their forms, either to mimick another humanoid race or to slip into a very small space. Each time a Nethling changes form away from its Favored Form, there is a 5% chance that it forgets some of what it's learned with its independence and loses 1 level of experience.
Absorption Attack: When unarmed, a Nethling can use a natural acid-based attack by striking a foe with an open palm. The strike deals 1d10 points of acid damage. If the attack roll succeeds by 4 or more, the Nethling can (at the player's discretion) attempt to absorb a foe. This is a desperate move on the part of the Nethling: when a Nethling opts to absorb a foe, it reverts to its base form (pictured above) and envelopes around its target, dealing 1d10+4 acid damage each round until the target is completely consumed by the Nethling. When this happens, there is a 65% chance that the Nethling loses a level of experience. Further, there is a 5% chance per hit dice of the creature absorbed that a Nethling will revert and lose its free will. Upon losing its independence, the Nethling will attempt to return to Neth to report what it has learned -- and be re-absorbed and destroyed. The Nethling's destruction can be averted and its former personality and independence restored by way of a Restoration spell or a Wish.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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Ratatosk

Ratatosk are a race of humanoid squirrels native to Yggdrasil, the World Ash of Ysgard. They are about man-sized, and have fur colors ranging from brown to red (though gray and black-furred Ratatosks pop up from time to time), and are marked by a membrane of skin that stretches between their arms and legs and allows them to fly.
Since most Ratatosks revere Yggdrasil as a goddess, it is curious that any Ratatosks at all have found their way to Staircase. But the planes are vast and infinite, and occassionally strange things do happen.

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

Class Restrictions:

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

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 6; Ratatosks move at rate 9, Climb at rate 12 and fly at rate 15 (D).

Bonus Languages: Ratatosk, Common.

Special Advantages:
Sharp Senses: +1 bonus to surprise checks.
Natural Attacks: When unarmed, a Ratatosk can attack with two claw-swipes for 1d4 damage each.
Swoop Attack: If a flying Ratatosk has 20' of space between itself and its foe, it can make a diving attack, causing double damage with a successful hit. They can only swoop using their natural claws (2d4 damage per strike).
Mid-air Dodge: While in flight, a Ratatosk can dodge missiles and missile-like spells (Melf's acid arrow, minute meteors, magic missile) if it rolls under its level on 1d20.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Animals: Ratatosks are seen by some as large animals rather than sentient humanoids. They have a -2 reaction penalty with all characters save rangers and druids (and others of like-mind).

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Reaves

Reaves are a race of mercenaries and thugs that originated on the plane of Acheron. They are strong, bulky humanoids with leathery hides. They are noted because of their four arms (two attached to each shoulder), each of which ends in a three-fingered hand. Reaves have no head or body hair, and they have four eyes spaced evenly across their faces.
Reaves do follow a strong martial code, but nothing in the entire multiverse is more sacred to a Reave than its face. It is considered taboo for a Reave to show its face to another, even another Reave. As such, Reaves usually wear closed-face helmets, heavy cowls or opaque veils. Many people see the Reave's quadruple eyes, but very very few ever see any more (and those that do rarely live to tell the tale).

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

Class Restrictions:

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

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 8; Reaves move at rate 9.

Bonus Languages: Reave, Lower Planar Trade, Common.

Special Advantages:
Four Eyes: Their increased range of vision gives Reaves a +1 bonus to surprise checks. They also receive no AC penalty against attacks from the flank, and only a -1 AC penalty against rear attacks.
Dual-wield: With their four arms, Reaves are naturally ambidextrous, and most take two-weapon style specialization. With this style specialization they are capable of wielding two weapons of the same size with no penalty. They are even capable of wielding two two-handed weapons (one held by the two arms on one side, the other by the two arms on the other side) simultaneously. Even though they have four arms, Reaves can only wield a maximum of two weapons at one time.
Two Shields: If Reaves use only one-handed weapons, they can equip shields in their extra hands. Reaves can equip up to two shields, gaining double the shield benefit to AC.
Fading: Reaves have a limited natural ability to "fade" onto the Astral Plane, anytime they are on any plane that touches the Astral. (that is, the Prime and the top layer of any Outer Plane) The Reave spends a full round fading into the Astral, and can then rematerialize up to 100 yards from his original position on the plane of origin. He must then spend a full round rematerializing. Reaves can only fade for a maximum of 6 rounds, and can only perform this maneuver 3/day. While astral, the Reave is effectively invisible, and can be damaged only by spells or magical weapons.
Gorging: Reaves can gorge themselves, then fasting comfortably afterward. A Reave can eat three to four times as much as they can normally digest, and it is paced over that much time (two times as much keeps them from getting hungry for twice as long). However, if more than three times the normal capacity is consumed, the Reave suffers a -1 to Dexterity and THAC0 rolls until they have exactly three times as much food as normal in their stomachs.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Easily Insulted: Reaves must make a wisdom check every time they hear something said about them that could be taken as an insult -- even if the Reave has to stretch a little and take things out of context in order to find the insult itself. Those who pass their wisdom checks judge the statement in question as ultimately harmless, but if a Reave fails his wisdom check he must respond in some way to defend his honor. Given the Reaves' violent way of life, this often means fighting.
Surly Reputation: Reaves suffer a -2 reaction modifier due to their surly reputation, and an additional -2 from anyone who has either worked with a Reave or been attacked by one.

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Rogue Modron

The Modrons are the clockwork natives of Mechanus, and occassionally they go rogue. This usually happens when a Modron is confronted with some proof that the whole of creation isn't as strictly ordered as they believe it should be, and their mind just snaps. Though still lawful, Rogue Modrons have independence and free will that causes them to part from the rest of their fellows. They are outcast, forced to survive on their own, and they often don't survive very well except with the assistance of other planewalkers.
Rogue Modrons all take the appearance of Quadrones, with cube-shaped bodies (hence they are often called "Cubes" or "Boxes"). They stand exactly 6 feet tall, with two thin 3-foot legs, 3-foot arms and a pair of vestigial wings on their backs.

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

Class Restrictions:

Multi-Class Allowances: None.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 8; Rogue Modrons move at rate 15.

Bonus Languages: Common.

Special Advantages:
Inherent Order: Rogue Modron players can choose one of two ways in which to manifest the character's inherent order. Each Rogue Modron will have only one of these two order-based abilities:

Preset Actions - Modrons with this manifestation of Inherent Order state one preset action per level, based on an external stimuli (a condition upon which the Modron will always respond in the same way; e.g. every time a foe draws a weapon the Modron attacks, or casts the highest level spell memorized, etc.). The conditions set must be reasonably common enough that they might occur at least once in an average playing session. The Modron's response is immediate, and initiative is automatic; in fact, the Modron initiates the action even if the preset condition occurs in a round in which the Modron has already acted, or triggers the Modron's turn in combat even if his initiative is later in the round. As stated above, the Modron must choose one preset action for each experience level they gain, and these never change.
Predetermined Initiative - Modrons with this manifestation of Inherent Order use the same initiative number in multiple battles. The player chooses, when the character is first created, the frequency with which the Rogue Modron rolls its initiative: either once for its entire lifetime, once each month, once each experience level or once each individual battle. This frequency never changes once it's chosen, and the Modron must choose its initiative frequency before it makes its first initiative roll (the Modron can't roll a 1 and then decide that's its lifetime initiative number).

Readjust Vision: Rogue Modrons have double the normal human range of vision.
Door Detection: Find secret doors (2 in 6), Detect concealed doors (3 in 6).
Resistances: 30% resistant to Illusions, Energy Drains, Charm, Sleep, Fear, Domination and other mind-affecting spells.
Save Bonus: +1 to save vs. fire, cold and acid.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
Surprise: Modrons don't react well to surprises: they remain surprised for twice as long as a human or demihuman.
Chaotic Reaction Penalty: Rogue Modrons suffer a -1 reaction penalty with Chaotic-aligned NPCs.
Size Difficulty: Rogue Modrons can't ride most standard mounts, and can't wear normal armor.
Lawful: Rogue Modrons are always lawful in alignment.

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Rogue Slaadi

Like Rogue Modrons, occassionally a Slaad slips from the fold. This happens when a Red or Blue Slaad creates a Green Slaad, which is itself a rare occurence. Of the Green Slaadi that are born, only a very small number go rogue.
The phenomenon or Rogue Slaadi might be connected to an individual's retaining some connection to the person he was before being turned into a Slaad; indeed, the Rogue Slaad appears to retain character class abilities and even memories from its former life. As if these Rogues weren't rare enough, when they are discovered by other Slaadi (by their ability to change skin color), they are either destroyed, eaten or exiled.

Ability Score Adjustments: Rogue Slaadi can take +1 to any two ability scores, if they take -1 from any other two ability scores. Or they may take no ability adjustments at all.

Class Restrictions: Rogue Slaadi retain some hint of memory of their former lives' professions as adventurers, but this memory is imperfect. Rogue Slaadi who begin play at 1st level may have actually had a higher level as human or demihuman adventurers, but they themselves have lost much of that skill and experience. Rogue Slaadi also do not have the specialty classes of other races: thus former Paladins and Rangers become simple Fighters, former Specialist Wizards become Mages, former Druids and Specialty Priests become Clerics (though they may still be devoted to the same god), and former Bards become Thieves. Firmly rooted in the magic-based chaos stuff of the plane of Limbo, psionics are beyond the Slaadi ability to grasp, and so Rogue Slaadi who were Psionicists in their former lives must advance as either Thieves or Mages.

Multi-Class Allowances: A Rogue Slaadi can only be multi-classed if it had more than one class in a previous life. In game terms, Rogue Slaadi characters are only restricted by their former race's multi-class allowances. Races with multi-classed Rangers, Specialist Wizards, Druids or Bards must substitute Fighters, Mages, Clerics or Thieves, since Rogue Slaadi do not have the ability to advance in those specialized classes.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

Natural Armor Class/Move Rate: 5; Rogue Slaadi move at rate 6.

Bonus Languages: Slaadi, Common. The Rogue Slaadi also knows whatever languages its former self spoke (in game terms, use the former race's base languages)

Special Advantages:
Natural Attacks: Rogue Slaadi can attack with claws (1d4) and bite (1d8) when unarmed. These attacks have none of the infecting properties of other Slaad races.
Changing Skin Color: The natural color of a Rogue Slaadi's frog-like hide is green, but the Slaadi has the ability to change this at will to various colors or patterns (including polka dots, plaid, stripes and other simple patterns). This ability allows a Slaad limited ability to blend in with its environment, granting it a 30% to remain undetected in complex settings like forests, caves, rocky outcroppings and other places with colors and shadows that the Slaad can exploit with its skin-changing. Slaadi thieves gain +30% to their Hide in Shadows skill from this ability.
Chaotic Magic Resistance: Rogue Slaadi have magic resistance... sometimes. At first level, this resistance is 4+1d6%; the d6 is rolled each time the Slaadi is affected by magic to determine how resistant a Slaad is at the moment it is affected. The die-size of the variable grows by one for every two levels of the Slaadi -- 1d8 at 2nd level, 1d10 at 4th, 1d12 at 6th, to a maxmimum magic resistance of 4+1d20% magic resistance at 8th level.
Change Self: Rogue Slaadi have the ability to Change Self 3/day to appear as a likeness of the human or demihuman they were before they became a Slaad. In this form they have the exact same appearance, voice and mannerisms as their former self, and they can maintain this appearance as long as they like.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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Tiefling

The most common plane-touched race by far, Tieflings have the blood of both mortals and fiends coursing through their veins. Very few Tieflings are first-generation; most are two, three, four or more generations separated from their fiendish ancestors. They are among the most common races on the Planes.

Ability Score Adjustments: +1 Charisma and Intelligence, -1 Strength and Wisdom.

Class Restrictions:

Multi-Class Allowances: (Multi-Classed Tieflings have their level limits in all classes reduced by 2) Fighter-Wizard, Fighter-Priest, Fighter-Thief, Wizard-Thief, Priest-Thief.

Kit Allowances: The kits below are from the Planewalker's Handbook, Guide to Hell and Guide to the Ethereal Plane. Any kit from any Brown Book might also be appropriate.

Hit Dice: By class.

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

Bonus Languages: Lower Planar Trade, Common. In addition, a Tiefling might (DM's option) know the language of the Fiend race (or one of the fiend races) that make up its heritage.

Special Advantages:
Infravision: 60' range.
Darkness 15' Radius: Spell-like power, 1/day.
Resistances: Half-damage from Cold; +2 to save vs. fire, poison and electricity
Variable Abilities: Like Aasimar, not all Tieflings possess the same suite of abilities. A player may opt to give up the standard Darkness and Resistances powers in favor of a new set, rolled for randomly by the DM. The player must accept whatever is generated, or else revert to the standard Tiefling options.
Faction Membership: Because these folk have had exposure to walking on the Planes, they may opt for membership in any published Faction or Sect at initial creation.

Special Disadvantages:
None.

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