Surface Races

Fae (deer)
Fae
The Fae seek to promote peace and cooperation with humanity. They enjoy competitions of wrestling and martial combat for sport. In their culture challenges like this are common. Grown fae males vary in height as much as humans but their large antlers add at least another foot to their height. Many Fae trim their antlers while living in cities.

Medium-sized Monstrous Humanoid (deer)

  • Hit Dice: (same as class)
  • Speed: +5ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: 1d6 Antlers [+1½ Str]
  • Special Qualities: Low-light vision, Scent
  • Abilities: -2 Int
  • Skill Modifiers: Heal +1, Hide +1, Listen +1, Sense Motive +1, Spot +1,
  • Starting Feats: typically Improved Grapple and Run
  • Bonus Feat: None
  • Saving Throws: (no modifiers)
  • Alignment: Usually Lawful
  • ECL:+0

Myyrrn (deer/avian hybrid)

The Myyrrn were created by the Melnibonean as scouts and messengers for their army. Of course, like all Trel-born captives, the Fae were not vulnerable to domination through thamaturgy. The Melnibonean resorted to threats and torture to manipulate them but that was not enough. Eventually some Myyrrn escaped to establish their own colony. Only the Melniboneans know what happened to the rest.

The Myyrrn chose to flee their captors rather then rebel against them because they wanted to spread their secrets. They did not expect to live long enough to establish a colony. After all, the Melnibonean still possessed their blood which was all they ever needed to do them harm. As it happened however, the Melnibonean did not appear to pursue them and the secrets of the Myyrrn led in no small part to the end of the Melnibonean Empire.

The reason the Myyrrn were spared was because their selflessness earned them the protection of the Angels. This allowed them to live in safety and give birth to the second generation who would be largely immune to any magic the Melnibonean devised for their parents. This new generation appeared after the second Dark Age and have not yet made their intentions clear.

Male Myyrrn retain their antlers but their hooves are replaced with a pair of talons. They also have a pair of large feathered wings.

Medium-Sized Monstrous Humanoid (fey/avian hybrid)

  • Hit Dice: 3d8
  • Speed: 30ft, Fly 50ft (Average)
  • Base Attack: +3
  • Face/Reach: 5ft/5ft
  • Damage: Talons 1d4, Myyrrn Spear 1d8+1 [x2 Str]
  • Special Qualities: Low-light Vision, Spell-Like Abilities
  • Abilities: +2 Dex, +1 Wis, -2 Con, -1 Cha
  • Starting Skills: Appraise, Balance, Climb, Craft, Diplomacy, Escape Artist, Gather Info, Heal, Hide, Knowledge (Arcana, Geography, History, Religion, The Planes) Listen, Search, Sense Motive +2, Spellcraft +1, Spot +2, Survival, Use Rope, Swim -4
  • Starting Feats: (2) typically Flyby Attack, Improved Initiative
  • Bonus Feat: Track
  • Saving Throws: Fort +0, Ref +2, Will +2
  • Special Abilities: 3/day Detect Evil, 1/day Protection From Evil
  • Alignment: Usually Good
  • Weapon Proficiencies: Martial Weapon Proficiency + Myyrrn Spear
  • Armor Proficiencies: All Armor + Shields (-10ft Fly speed for every weight category above Light)
  • ECL: +3

Gnarl (feline)
Gnarl
These tall four-armed humanoids are indigenous to Trel. Male Gnarl stand almost seven feet tall. They have short fur and long tails. Female Gnarl are slightly smaller with finer fur, larger ears and longer tails. Their coloration varies widely and has no social bearing in their culture. Gnarl still retain some of the traits of their ancestors such as the strong retractile claws and sharp teeth that many warriors still prefer to wield during battle.

Gnarl culture is in a period of flux. Until the second dark age they were proud, wild and numerous. However during they second dark age many atrocities were visited on the Gnarl by the Melnibonean. Even now they are wary to wander free as they once did. All Gnarl hate the Melnibonean with a passion (and outsiders in general).

Large tribes once roamed the surface trailing herds of Tumble Ox or Mawgriff. Their speed and balance make them natural predators but they prefer to hunt in groups. Their warriors are quick and fearless and widely feared. Gnarl have an affinity for the wilderness but many prefer to live in cities probably because so many were kept in captivity.

One thing all Gnarls share in common is the acquired taste for wealth. Survival is much easier with coin and a Gnarl that can provide for himself and his family thus is not frowned upon. Male Gnarl usually hire themselves out as mercenaries or gladiators but females tend to prefer other trades and are more gregarious besides. All Gnarl usually earn a good living wherever they can make an advantage of their additional pair of arms.

Since the second Dark Age their numbers are in decline and their demeanor is more violent. Gnarl tribes never relied on banditry in the past but some do so now. As a race they are no longer united in their beliefs. Some Gnarl have abandoned the beast lords altogether adopting the lords of law and chaos. Male Gnarl were once primarily rangers but now barbarians and fighters are more common. Very few are clerics and none are known to be sorcerers or wizards.

Most Gnarl distrust technology but are very curious by nature which makes for some very frustrated shopkeepers. Gnarl like to collect rare and interesting items including weapons and armor. In combat they prefer to use weapons (because they are more interesting to use) relying on their claws and teeth only as a last resort. Gnarl tend to carry more weapons then they are likely to need in most circumstances and prefer to wear lightweight colorful garments and lots of baubles.

Medium-Size Monstrous Humanoid (Feline)

  • Hit Dice: (same as class)
  • Base Attack: (same as class)
  • Face/Reach: 5ft./5ft.
  • Damage: Claws 1d4+1, Bite 1d4+1 [+ 1 ½ Str]
  • Special Qualities: Four Arms, Low-light vision
  • Abilities: +3 Dex, -3 Con, -3 Wis
  • Skill Modifiers: Balance +2, Climb +2, Listen +1, Spot +1, Survival +1, Swim -2
  • Starting Feats: typically Multiattack & Improved Multiattack
  • Bonus Feats: (none)
  • Saving Throws: (no modifiers)
  • Alignment: Usually Chaotic
  • ECL: +0

Narasinhai (feline)

Narasinhai 2 Narasinhai
These humanoid Lions are fierce warriors that spent a good deal of time in the good-aligned Outer Planes fighting alongside angels laying waste to armies of infernals. Most stand little more then five feet in height but appear to be exceptionally stout and muscular, and are naturally armed with retractile claws and fearsome teeth. The males have thick manes and an additional tuft of fur at the ends of their long tails. Male fur tends to be darker as well on which they shave patterns indicative of rank, clan, status, and various honors revealing blue-gray skin underneath.

In spite of the fact they are warlike, or perhaps because of it, the Narasinhai are not a numerous people. In ages past they were wild and tribal like their kin the Knuk. However, they were nearly brought to extinction by demons serving Melniboneans in the second Dark Age. Angels took pity on them and provided sanctuary for the remaining clans. For over a thousand years the Narasinhai lived on the outer plans but when they returned to Trel. They were only missed for a hundred years as time flows faster in the outer planes.

Since their return the Narasinhai are dedicated to fight evil as representatives of the angels and have no desire to return to the simpler priorities of their knuk cousins or renewed faith in the lords of beasts.

Their clans establish themselves in compact, militarized communities and most occupy themselves as adventurers, bodyguards and guardians of holy sites. They refuse to pledge allegiance to any human lord but they respect their laws and will offer temporary alliances for a good cause. Clerics are highly respected in their ranks and master weapon smiths and other craftsmen enjoy high prestige in their society.

Because of their ferocious carnivorous nature Narasinhai unnerve most domesticated and herbivorous animals, and tend to be antagonistic toward wild beasts. This largely prevents them from employing most sorts of mounts or guard creatures.

Narasinhai are very proud and tend to look down upon most other peoples especially those of non-combative “herd” classes with whom they associate cowardice and worthlessness. They have especial disdain for those who hoard wealth at the expense of good equipment. They do tend to show grudging respect for demonstrated valor. In any case, their pride is often misconstrued as arrogance by most races and their bestial tendencies tend to unnerve. (They prefer to eat uncooked meat for example and they wear blood stains on their fur with pride.) This causes them to suffer -2 on all Charisma-based checks when dealing with non-Narasinhai.

Their favored class is Paladin but most males are common Fighters. Females have an equal place in the clan but they keep their own council and their roles are different. They are not expected to stand shoulder-to-shoulder with male warriors but they can hold their own when they do. Females are expected to care for the clan needs first and the clan goals second. However, it is more likely to encounter a single independent female Narasinhai then a male. By clan law an exiled female is an exile for life but an exiled male can regain his place by challenge.

Clan law is complex but crimes are dealt with quickly and harshly. To dishonor or disrespect ones clan is an offense worthy of exile or death. Murder in the clan is only punished with exile however because all Narasinhai are expected to protect themselves and death at the hands of another Narasinhai is an honorable death.

Narasinhai tend to be very well equipped and spare no expense on masterwork weapons, armor, or other gear. Typical arms include chain shirts, small steel shields, punching daggers, punching swords, like the pata and patani jamdadu, and heavier thrown missile weapons. Some Narasinhai prefer to use their natural weaponry as much as possible believing that a natural kill is the only honorable kill. Unlike the Gnarl they have no aversion to technology but they still distrust magic.

Medium-Size Monstrous Humanoid (Feline)

  • Hit Dice: (same as class)
  • Base Attack: (same as class)
  • Face/Reach: 5ft./5ft.
  • Damage: Claws 1d3+1, Bite 1d6+1 [+1 ½ Str], Pata* 1d8, Patani Jamdadu* 1d6
  • Special Qualities: Low-light vision, Scent
  • Abilities: +1 Str, +1 Dex, -2 Cha
  • Skill Modifiers: Balance +1, Hide +2, Listen +1, Move Silently +2, Spot +1, Swim -4
  • Starting Feats: typically Close-quarters fighting & Exotic Wpn Proficiency (punching swords)
  • Bonus Feats: (none)
  • Saving Throws: (no modifiers)
  • Alignment: Usually Lawful
  • ECL: +0
  • Pata This punching sword consists of a long, straight blade projecting from a protective metal gauntlet, inside of which is an H-shaped hilt. When fighting defensively a pata can also serve like a buckler.
  • Patani Jamdadu Similar too but shorter then the pata. Some versions are fitted with a metal hand-guard and, like the pata, can be used as a buckler.

Sherak (Feline)
Gnarl2
This boodthirsty race are ancient enemies of the Narasinhai.

Medium-Sized Monstrous Humanoid (Feline)

  • Hit Dice: (same as class)
  • Speed: 30ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Claws 1d4+1, Bite 1d6 [+1 1/2 Str]
  • Special Qualities: Low Light Vision, Scent
  • Abilities: +2 Str, +2 Dex, -4 Cha
  • Skill Modifiers: Jump +1, Move Silently +2
  • Starting Feats: Typically Improved Grab and Improved Unarmed Strike
  • Bonus Feats: (none)
  • Saving Throws: (no modifiers)
  • Alignment: Usually Chaotic
  • ECL: +0

Asherak (feline/avian hybrid)

Like the Myyrrn the Asherak were a Melnibonean experiment.

Medium-Sized Monstrous Humanoid (feline/avian hybrid)

  • Hit Dice: 3d8
  • Speed: 30ft, Fly 50ft (Average)
  • Base Attack: +3
  • Face/Reach: 5ft/5ft
  • Damage: Claws 1d6, Bite 1d8
  • Special Qualities: Low-Light Vision, Scent, Snatch
  • Abilities: +2 Str, +2 Dex, -4 Cha
  • Skills Modifiers: Balance +1, Hide +2, Intimitade +2, Jump +1, Move Silently +2, Swim -4
  • Starting Feats: (2) Typically Improved Unarmed Strike, Improved Grapple
  • Bonus Feats: Improved Scent
  • Saving Throws: +2 Fort, +2 Dex,
  • Alignment: Usually Chaotic Evil
  • ECL: +3
  • Snatch: If a flying Asherak hits a medium sized, or smaller, opponent with both claws it can start a grapple as a free action without provoking an attack of opportunity. If the Asherak gets a hold it can carry the victim up into the air.

Dover (canine)

Dover small
Dover are a race of noble canine humanoids. They do not resemble any one breed as each are equally numerous except wolves. As such their appearance varies quite a lot. They are lawful, honest, organized and refined. Even by humanities standards they are civilized although they do not share a taste for technology.

Their affinity for nature is prominent in their lifestyle and building techniques. Dover always design their communities around the environment they live in.

Dover territories are ruled by a Duke. The Dover King selects a Duke among the noble families in the region and that appointment usually lasts a lifetime. The Dover place a great deal of importance on hereditary bloodlines and good breeding. It is very rare for a Dover to breed with a different breed and such offspring are considered low-born and scorned.

It is true that the terrain and climate of a Dover territory is a good indicator of the local breed but it is not especially important. Besides nobility Dover bards are highly revered. Their caste is so respected they can wander for years living off charity alone.

Medium-Size Monstrous Humanoid (Canine)

  • Hit Dice: (same as class)
  • Speed: 30ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Bite 1d6 [+1½ Str]
  • Special Qualities: Low-light Vision, Scent
  • Abilities: Str +1, Con +1, Cha +1, -2 Wis, -1 Int
  • Skill Modifiers: Diplomacy 2, Jump1, Listen+2, Spot+1, Survival+1, Swim -2
  • Starting Feats: Typically Animal affinity and Two Weapon Fighting
  • Bonus Feats: (none)
  • Saving Throws: (no modifiers)
  • Alignment: Usually Lawful
  • ECL: +0

Canite (canine)

Cainite 2small
This fierce breed of wolf are rarely seen and widely feared. The most dangerous are related to the Cavern Wolf. The Canites are cousins of the Dover but they do not associate with them. They feel the Dover have lost the way, which is what they named their philosophy and lifestyle. The Dover embrace civilization whereas the Canites reject it.

The Canites spend most of their time hunting. They enjoy stalking any outsiders that wander into their territory but they really salivate at the prospect of killing Melniboneans. However the Canites most hated enemy are werewolves.

Medium-Sized Monstrous Humanoid (Canine)

  • Hit Dice: (same as class)
  • Speed: 30ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Bite 1d6+1 [+1½ Str]
  • Special Qualities: Low-light vision, Scent
  • Abilities: +2 Str, +1 Con, -2 Cha, -1 Wis
  • Skill Modifiers: Climb+1, Hide+2, Jump+1, Listen+2, Spot+1, Swim -2
  • Starting Feats: Typically Alertness & Precise Shot
  • Bonus Feat: Track
  • Saving Throws: (no modifiers)
  • Alignment: Usually Lawful
  • ECL: +0

Valgo (goat)

Valgo small
The most industrious of all the beast folk the Valgo spend their days in some kind of labor. They enjoy hard work more then any other race and pride themselves for it. Married females tend to the flock and single females aren’t well respected unless they are married or at least earning a living in an honorable trade.

Valgo are humanoid in size and shape only. Their feet are hoofed and their head is topped with horns. They have a thin layer of fur over their skin which grows into wool-like hair and beards. Coloration is usually dull shades of white and grey, sometimes black.

Medium-Sized Monstrous Humanoid (Goat)

  • Hit Dice: (same as class)
  • Speed: 30ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Hooves 1d4, Horns 1d6 [+1½ Str]
  • Special Qualities: (none)
  • Abilities: Str+3, Con+2, Wis-3, Cha-2
  • Skill Modifiers: Appraise +1, Climb +2, Craft +2, Profession +1, Use Rope +1, Swim -4
  • Starting Feats: Typically Skill Focus & Toughness
  • Bonus Feat: Endurance
  • Saving Throws: Fort +2
  • Alignment: Usually Lawful
  • ECL:+0

Thodol (goat)

Much as the Narasinhai spent time in the good-aligned outer planes the Thodol spent time in the hellish outer planes. Thodol are humanoid in size and shape only. Their feet are hoofed and their head is topped with horns similar to the Valgo but blacker and more cruelly shaped. Their fur varies in color as much as the Valgo but the skin beneath is redder and so are the pupils of their eyes.

The Thodol are cruel and bloodthirsty. They care little for honor and chivalry they delight in carnage and anarchy. They live to please their demonic overlords.

Medium-Sized Monstrous Humanoid (Goat)

  • Hit Dice: 3d8
  • Speed: 30ft
  • Base Attack: +3
  • Face/Reach: 5ft/5ft
  • Damage: Hoof 1d4, Horns 1d6+1 [+1½ Str]
  • Special Qualities: Spell-like Abilities
  • Abilities: Str +4, Con +2, Wis -3, Cha -3
  • Starting Skills: +1 Appraise, +2 Climb, Disguise, Hide, Intimidate +2, Jump, Listen, Move * Silently, Ride, Search +1, Sense Motive, Spot, Use Rope, Survival, Spellcraft +1, Swim -4
  • Starting Feats: (2) Typically Power Attack & Cleave
  • Bonus Feat: Combat Casting
  • Saving Throws: Fort +2
  • Spell-like Abilities: 1/day Aura of Despair, 3/day Detect Good
  • Alignment: Usually Evil
  • Weapon Proficiencies: Martial Weapons
  • Armor Proficiencies: All Armor + Shields
  • ECL: +3

Grahluk (ape)
Grahluk2
The Grahluk are an intelligent, peaceful race of thinkers. They enjoy relaxation and contemplation. Of all the beast-folk they are the most at odds with humans because they are equally curious and distrustful of them.

Medium-Sized Monstrous Humanoid (ape)

  • Hit Dice: (same as class)
  • Speed: 30ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Slam 1d6+1
  • Special Qualities:
  • Abilities: Str +3, Wis +1, Cha -4
  • Skill Modifiers: Balance +1, Climb +2, Heal +1, Hide +1, Jump +2, Swim -4
  • Starting Feats: typically Concentration & Self Sufficient
  • Bonus Feat: (none)
  • Saving Throws: Fort +1, Ref +1, Will +1
  • Alignment: Usually Neutral
  • ECL: +0

Vogel (avian)
Vogel
Small-Sized Monstrous Humanoid (avian)

  • Hit Dice: (same as class)
  • Speed: 20ft, Fly: 60ft (Average)
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Talons 1d4
  • Special Qualities: Low-light Vision
  • Abilities: +3 Dex, -2 Str, -1 Wis
  • Skill Modifiers: Appraise +1, Balance +2, Hide +1, Spot +2, Tumble, +1, Swim -4
  • Starting Feats: typically Dodge & Weapon Finesse
  • Bonus Feat: Improved Initiative
  • Saving Throws: Ref +2
  • Alignment: Usually chaotic
  • ECL: +0

Thera (Elephant biped)

Large-Sized Monstrous Humanoid (Elephant)

  • Hit Dice: (same as class)
  • Speed: 20ft
  • Base Attack: (same as class)
  • Face/Reach: 10ft/10ft
  • Damage: Tusks 1d12 [+1½ Str]
  • Special Qualities: Natural Armor +4, Murky-Eyed
  • Abilities: +3 Str, +3 Int, -6 Dex
  • Skill Modifiers: Appraise +1, Diplomacy +2, Heal +1, Intimidate +1, Sense Motive +2, Jump -6, Tumble -6, Climb -6, Swim -6
  • Starting Feats: typically Power Attack & Cleave
  • Bonus Feat: (none)
  • Saving Throws: (no modifiers)
  • Alignment: Usually Lawful
  • ECL: +0

Picker (Reptile)

Small-Sized Monstrous Humanoid (Reptile)

  • Hit Dice: (same as class)
  • Speed: 20ft
  • Base Attack: (same as class)
  • Face/Reach: 5ft/5ft
  • Damage: Bite 1d2+ Poison
  • Special Qualities: Darkvision, Scent, Enhanced Memory*
  • Abilities: Dex +2, Wis -4
  • Skill Modifiers: Appraise +1, Climb +1, Hide +1, Move Silently +1, Pick Pockets +1
  • Starting Feats: typically Alertness & Deft Hands
  • Bonus Feats: (none)
  • Saving Throws: (no modifiers)
  • Alignment: Always chaotic
  • ECL: +0

Croc (reptile)

Crocs
These dangerous monstrous humanoids are humankinds oldest foe’s. Wherever there are swamps there is sure to be a Croc village eager to ambush anyone (or anything) that wanders into their territory. Croc are vorracious eaters but they are especially fond of soft, hairless human flesh.

Medium-Sized Monstrous Humanoid (Reptile)

  • Hit Dice: 1d8
  • Speed: 30ft, Swim 30ft
  • Base Attack: +1
  • Face/Reach: 5ft/5ft
  • Damage: Bite 1d8
  • Special Qualities: Darkvision, Scent, Hold Breath, Natural Armor +2, Human Bloodlust
  • Abilities: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
  • Skills: (2+ Int) Hide, Move Silently, Spot, Swim
  • Starting Feats: Typically Improved Unarmed Strike and Improved Initiative
  • Bonus Feats: Improved Grab
  • Saving Throws: +2 Fort
  • Alignment: Typically Nuetral
  • ECL: +1
  • Hold Breath: (Ex) A Croc may hold their breath underwater for a number of minutes equal to their Con score.
  • Human Bloodlust: (Flaw) This optional character flaw requires a Croc to make a Will Save DC 12 whenever they smell human blood once every 24 hours. Failure to save means they must eat human flesh.

Gobber (amphibian)
Art races gobber
Once regarded as dangerous pests Gobbers have become essential partners in modern human society as honorary members of Steam and Ironworkers Union. Once they are branded and trained they work as steamjack drivers, craftsman, or tinkers in many human cities. Standard gobber-wage is one grout per hour, a meager pittance, but many Gobbers would work for free to drive a Steamjack. Something about stomping around in a mechanized iron suite twice their size never gets old for them.

Indeed the common worker steamjacks were designed around Gobber drivers who are the only race known to enjoy the cramped oven-like cockpits and crude control mechanisms. Human-driven worker steamjacks exist of course but they are more refined and expensive to manufacture making them less common and less efficient for anything but the most precision work.

Outside of human society Gobbers live as scavengers and foragers typically side-by-side with Crocs. This is possible because Crocs do not find them very tasty and they value the gobbers clever craftsmanship and energetic attitude.

Small-Sized Monstrous Humanoid (amphibian)

  • Hit Dice: D6 (regardless of class)
  • Speed: 30ft, Swim 30ft
  • Base Attack: Same as Class
  • Face/Reach: 5ft/5ft
  • Damage: By weapon
  • Special Qualities: Darkvision, Hold Breath*
  • Abilities: +1 Dex, +1 Int, -2 Wis
  • Skill Modifiers: Climb +1, Craft +4, Drive +4, Jump +2, Listen +1, Spot +2, Swim +2
  • Starting Feats: Typically Skill Focus, usually craft (trapmaking)
  • Bonus Feat: Tinker
  • Saving Throws: +2 Ref
  • Alignment: Typically Chaotic
  • ECL: +0

HobGobber (amphibian)

Hob gobber small

Though obviously larger cousins to Gobbers, HobGobbers have little patience with them. Less fiesty and energetic, HobGobbers are patient thinkers and skilled craftsmen. HobGobbers prefer to live underground, where they can remain hidden and left alone. Unfortunately Gobbers enjoy making a game of seeking out the HobGobbers and stealing from them so they can sell their goods to humans.

HobGobbers are also much more evolved with nature then humans. They are talented trackers and hunters. Though obviously imposing and strong HobGobbers are not violent by nature. Rather they use their brains and brawn to help them craft, build and forge, and possibly experiment with arcane magic if they learn how to read and write.

HobGobber communities are always near water, and usually feature underwater entrances which make them difficult to find. HobGobbers are not friendly towards other races, especially Crocs, and they are apprehensive about humans, though they admire mans capacity for craft and construction. HobGobbers are not obsessed with wealth, they are content to hunt and grow what they need to survive. HobGobbers will use coin to trade for metals and tools if they find it.

Medium-Sized Monstrous Humanoid (amphibian)

  • Hit Dice: 2d8
  • Speed: 30ft, Swim 30ft
  • Base Attack: +2
  • Face/Reach: 5ft/5ft
  • Damage: By weapon
  • Special Qualities: Darkvision, Hold Breath*
  • Abilities: +2 Str, +1 Int, -2 Wis, -1 Cha
  • Skill Modifiers: Climb +1, Craft +2, Jump +2, Hide +2, Listen +1, Search, Spot +2, Swim +2
  • Starting Feats: Typically Skill Focus, Craft (trapmaking)
  • Bonus Feat: Track
  • Saving Throws: +1 Fort, +1 Ref
  • Alignment: Typically Neutral
  • ECL: +2

Tusk (boar)

Boar guy

Violent and dull-witted, Tusks are dangerous and unpredictable, though some of them have adapted to human life. Most prefer to live in seclusion as mated pairs and raise children, attacking anything that wanders too close to their home.

Medium-Sized Monstrous Humanoid (Boar)

  • Hit Dice: 2d8
  • Speed: 30ft
  • Base Attack: +2
  • Face/Reach: 5ft/5ft
  • Damage: Gore 1d6+2, By Weapon
  • Special Qualities: Scent, Natural Armor +2
  • Abilities: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
  • Skills: (2+ Int) Hide, Move Silently, Spot
  • Starting Feats: Typically Power Attack or Improved Initiative
  • Bonus Feats: Spirited Charge
  • Saving Throws: +2 Fort
  • Alignment: Typically Chaotic
  • ECL: +2

Surface Races

Trel Narayan