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Attributes: 18, 16, 14, 14, 12, 10

Levels: Characters start the campaign at level 3

Races:
Mul
Born from the unlikely parentage of dwarves and humans, muls combine the height and
adaptable nature of humans with the musculature and resilience of dwarves.
Muls enjoy traits that are uniquely their own, such as their robust metabolism and
almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas
as well: sterility, and the social repercussions of being created for a life of
slavery. Humans and dwarves are not typically attracted to each other. The only
reason that muls are so common in the Tablelands is because of their value as
laborers and gladiators: slave–sellers force–breed humans and dwarves for
profit. While mul–breeding practices are exorbitantly lucrative, they are often
lethal to both the mother and the baby.

Muls have no racial history or a separate culture. They are sterile and cannot reproduce, preventing them from forming family groups and clans. The vast majority of muls are born in slavery, through breeding programs. Often the parents resent their roles in the breeding program and shun the child, leaving the mul to a lonely, hard existence. The taskmaster’s whip takes the place of a family. For these reasons, many muls never seek friends or companionship, and often have rough personalities with tendencies towards violence.
-Ability Score Modifiers: +4 Str, +2 Con, -2 Cha.

-Size: Medium.
-Speed: 30 feet.
-Automatic languages: Common.
-Dwarf Blood: Muls count as both dwarves and humans for any effect related to race.
-Ferocity: If a mul’s hit points fall below 0 but he is not yet dead, he can continue to fight. If he does, he is staggered, and loses 1 hit point each round. The character still dies when his hit points reach a negative amount equal to his Constitution score.
-Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison and regain hit points at twice the normal rate.
-Tireless: Muls gain a +4 racial bonus to checks for performing extended physical activity. This bonus stacks with the bonus provided by the Endurance feat and also applies to Fortitude saves versus weakness, fatigue, exhaustion or enfeeblement. Muls can engage in up to 12 hours of strenuous activity before suffering fatigue.
-Darkvision: Muls can see perfectly in the dark up to 30 feet.
-Naturally Psionic: gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.


Thri-kreen

Personality

Compared to humanoids, thri-kreen personalities are downright alien. Tradition runs strong within them, as they have a faint sense of genetic memories from their parents which shapes their personalities. They are proud hunters with a neutral and naturalistic viewpoint most in common with druids or rangers. There are the predators, to which they are one, and there is the prey. More importantly they do not make difference in prey between a non-sapient cow and a sapient humanoid, though they have the common sense, thoughtfulness, and planning not to hunt the more dangerous humanoids or to make enemies of their unusually large tribes, these “nations” which humanoids tend to cling to as their civilization. Though they may see others as potential food, there are no rules forbidding making friends with dinner or refusing to eat what they consider kin.

[edit] Physical Description

Thri-kreen are mantis-like humanoids with four arms, one large and one smaller pair of arms beneeth, with bulging eyes, large powerful legs, clicking mandibles, and armored exoskeleton. Their coloration ranges from sandy browns, yellows, and reds to coppery green and glossy blacks, depending on climate and diet. They possess thin tongues and have a buzzing hum to their voices.

In the ranks of the lesser thri-kreens, there are four subspecies which they are broken into; the thri-kreen kry-tal, the thri-kreen az-ra, the thri-kreen zao-rin, and the thri-kreen ek-zoh. They are thri-kreen who have adapted psionic powers, incarnated souls, ki mastery, and durability as minor traits associated with their surroundings and culture. Physically, kry-tal possess crystaline spines over their exoskeleton, az-ra come in various shades of blue shell or blue eyes, zao-rin prove unusually flexible in their shells, and ek-zoh shells are harder, thicker, and more earth-toned.

Thri-kreen lay eggs for reproduction, which is often buried under warm sand or kept in a warm but dimly lit place. Children, called nymphs, are born with basic mobility through crawling and age rapidly. They are raised by their entire tribe regardless of their original parents. Their short lifespans mean they live fast. They consider living on through their children to be a form of immortality, and as such rarely dwell on their inevitable death by old age.

+2 Strength, +2 Dexterity, -2 Intelligence, -4 Charisma
-Size: Medium.
-Speed: 40 feet.
-Darkvision 60ft
-Carapace: Thri-kreen gain a +3 natural armor bonus. Their carapace is vulnerable to moisture. For each day spent in a moist or humid environment, a thri-kreen loses one point of natural armor bonus.
-Thri-Kreens are immune to magical sleep effects, and do not sleep themselves. They instead trance, much like elves.
-Multiple Limbs:they have two primary arms and two secondary, weaker arms which cannot be used to attack but may carry objects
At the cost of a feat there smaller lower arms become strong enough to use light weapons or Bucklers.
At the cost of 1 more feat there smaller lower arms can use normal sized weapons and Shields other then tower
-Verminblood (Ex): Because they are so much like insects, they count as vermin for the effects of spells, class features, and other effects.
-Leap (Ex) Thri-kreen are always considered to have a running start when jumping.
-Natural Attacks: Thri-kreen begin with a pair of primary claw attacks (1d4 damage) and a secondary bite attack (1d4 damage).
A thri-kreen’s bite is poisonous; a number of doses are available each day equal to the thri-kreen’s Constitution modifier and may be delivered by a successful bite attack or applied to a weapon as a swift action.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
-Stalker: Thri-kreen always treat Perception and Stealth as class skills.
-Exotic Frame: Thri-kreens’ multi-limbed bodies and exoskeletons make it impossible for them to use certain equipment including footgear and robes designed for more common humanoids. Armor designed for a thri-kreen costs twice as much. Thri-kreen can never become proficient with armor, which means armor check penalties always apply as a penalty to their attacks. They may gain proficiency with shields and use them normally.
-Naturally Psionic: gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
-Weapon Familiarity: Thri-kreen are proficient with the gythka and chatka.
-Automatic Languages: Common, Thri-Kreen.


HP/BAB/Saves/Skill Points: Every character uses the Hit Dice, Base Attack Bonus, Skill points, and saves progression of only their primary class. All other HD, BAB, Skill points and saves progressions from other classes (Including prestige classes) are ignored. For determining HP, take half the your primary hitdice plus one for all levels (Along with all other bonuses such as Con bonus).
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skills
Literacy (None) with this campaign specific change

Knowledge (Local) typically applies to one specific city-state and its immediate environs. A character with Knowledge (Local – Tyr), for instance, will have some knowledge of Tyr, the tarn, and the iron mines. Individual slave tribes and villages have their own


Flaws/Traits Every character is allowed up to two Traits. While not required, it is requested your character have flaws, though not in the usual fashion.“Personality” flaws and a “Quirk”, both of which need no mechanical influence and can be completely made up. Personality flaws might be something like “impatient”,“stubborn” or “short tempered”, while a quirk may “clumsy” or having “ADD”. These are optional and if you don’t intend on role playing them out, then please don’t list them on your character sheet.
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