You are on page 1of 78

Children of

the Planes
Written by:
Chris McCoy and Christina McCoy

Illustrated by:
John Ryan Byrd
Dedication:
To the New College and all its creative denizens.
To the Brothers Sheridan.

Copyright  2007 by Tangent Games. POD Version ISBN: 978-1-932926-03-3

All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic
or mechanical, including photocopying, recording, or by any information storage and retrieval system without
written permission from the publisher except for content marked as Open Gaming Content and is covered under the
provisions of the Open Gaming License, Version 1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to
the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.
Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision. Dungeons & Dragons and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission

Author’s Note: This entire product is Open Game Content (OGC) and is governed by the Open Gaming License
(OGL) version 1.0.

Edited by: Coy Kissee and Geoff Habiger


Cover Art: John Ryan Bird
Cover and Interior Layout: Geoff Habiger

Tangent Games
7808 Monrovia St
Lenexa, KS 66216

www.tangent-games.com
Taking Games in a New Direction
Table of Contents
Table of Contents 3
Introduction 4
Chapter 1: Races 6
Anzien 6
Bralinsidhe 9
Durrin 12
Firesly 15
Grumsashen 18
Korali 22
Leonork 26
Lurkin 29
Reivar 33
Skinx 37
Vanuran 40
Xiokin 44
Chapter 2: Racial Statistics 47
Chapter 3: Feats 49
Aura Of The Leonal 49
Chain Dance Of The Kyton 49
Efreeti Fire 50
Elemental Immunity 50
Elemental Resilience 50
Gift Of The Bralani Tongue 50
Greater Elemental Resilience 50
Kiss Of The Succubus 50
Light Of The Lantern Archon 50
Rakshasa Fortitude 51
Shape Of The Hound Archon 51
Stench Of The Dretch 51
Stunning Blow Of The Astral Deva 51
Unchangable Form Of The Chaos Beast 51
Venom of the formian 51
Chapter 4: Prestige Classes 52
Abyssal Dreadnought 52
Chartered Vindicator 55
Elysian Lion 58
Necrosurgeon 61
Racial Adapt 66
Songstress 69
Tumult Lord 73
OPEN GAME LICENSE Version 1.0a 76
Children of the Planes

Introduction
“We reiterate that all infants housed herein will die,” orphanage with him, or even be buried in the unmarked
the construct stated. cemetery behind it, assuming that the humans who ran it
could have overlooked such strange forms. Knowing his
Dene could not resist placing both hands on the wall own kind, Dene doubted it. That was why he had fought
of force to gaze within the Nonagesium. The minders’ so hard to come to the Nonagesium, the orphanage of
soft metallic eyes and hands slowly and rhythmically the multiverse.
examined each of the infants and its force cube.
Each had maintained its magical solidity. Had it He did not look away. “Yes, of course.”
not, the infant inside would have been freed from its
enchantments. A minder lifted another cube. As it turned under the
machine’s analysis, Dene’s eyes widened. He drew a
Dene had come to apply to become the caretaker of one breath.
of those infants. With the approval papers in hand, he
plane shifted to the construct-operated Nonagesium “That one,” he said. “That one shall be my own.”
immediately.
Since the planes are infinite in their mysteries and their
He’d seen people like him come to his own orphanage. peoples, shouldn’t the same hold true for planetouched
Rich men and women, battle rewarded, would come to player races? The standard Aasimars and Tieflings are
apply. Dirty, crowded, and destitute, all the children an excellent option for players who are seeking to create
would peer back at the potential parent. What did it a character with an exotic flare or a touch of the planes
seem they wanted in their new child? What would catch within their blood but why stop there? The other core
their eye? What would inspire their heart to cry out, “I races, whether they are Elves, Gnomes, Halflings, Orcs,
shall make this one my own.”? Humans, or Dwarves, have all made expeditions to other
planes…surely their curiosity attracted the attention of
Certainly not sea-green skin, white hair, and pupil-less planar denizens?
white eyes, Dene learned.
Welcome to Children of the Planes, a racial sourcebook
The law-bound constructs had a vastly different that introduces new planetouched races to the d20
methodology for attending the foundlings in their care system. Utilizing the same, easy-to-follow format
than those that Dene had grown up with. Such were the of the PHB, this sourcebook brings twelve new ECL
myriad ways of the endless planes, he had discovered +1 races to life with new feats and prestige classes.
in his many years of adventuring. Regardless of where Unlike the Aasimars and Tieflings whose otherworldly
time and space had taken him, he was making true influences are undefined, the new races found in this
on his vow he made as he left the orphanage with five book have specific outsiders in their heritage. Whether
copper pieces on what they assumed was his fifteenth it is a beautiful Korali seductress or a malicious Skinx
birthday: to take care of his own kind. trickster, Children of the Planes provides a variety of
new racial options for GMs and players alike.
He was glad these children were not conscious of his
assessing gaze. He knew what he was looking for, but he BREEDING TRUE:
would never dare express it to a child. All of the races presented in Children of the Planes are
those that have a touch of outsider blood somewhere far
“Each infant in this section has much mortal blood in back in their bloodline. Although the outsider may be as
them,” the construct stated, “They are all more of the closely related as the planetouched’s great-grandparent,
material plane than not. Will you still accept one?” usually outsiders are divorced from their decedents
by several generations, perhaps dozens. Much like
The dozens of rows held the strangest of children. Aasimars and Tieflings, this outsider blood is sporadic
Some larger than Dene, some he could not see from the and appears randomly in the bloodline and it often skips
distance; all would have been welcome bunkmates for generations. For example, a Gnome family that has
Dene as he grew. If not for their encapsulating stasis, three children can have two normal Gnome children
some may have been old enough to have shared the and one Vanuran, three normal Gnome children, or even

4
McCoy & McCoy

three Vanurans! These planetouched children are often members are usually named is placed here.
born from normal racial stock and the parents might not
even be aware of the outsider blood that courses through Adventurers: This section is used to explain what a
their veins. If a planetouched character has a child with typical adventurer for the race is like and why a member
a member of their parent race, the offspring has a 90% of the race would become an adventurer. This section
chance of being a normal member of the parent race also includes some tips on what classes the race would
with no trace of outsider blood. However, should two excel or be terrible at and which classes are common
members of the planetouched race produce offspring; amongst the race.
they have a 50% chance of having a planetouched child
and breeding true. Racial Traits: The standard PHB format for racial stats
is used for this part of the racial traits.
RACIAL FORMAT:
Children of the Planes uses a simple, self-explanatory Sample NPC: A sample NPC is given for the race.
format that is similar to the format found in the PHB.
The format is as follows:

Proper Name of the Race (The racial mixture that


creates the race)

A short story starts off each race, to give the reader


insight into the life of a typical member of that race.
Flavor text is used to describe a bit of the race’s history
and how they came about. This is mainly a paragraph of
common mythology and a brief introduction to the race.

Personality: The race’s general personality, emotional


and otherwise, is explained here, as well as the general
mindset of the race.

Physical Description: The race’s physical appearance


is described in detail here, presenting a model of how
the majority of the race looks.

Relations: This section describes how the race deals


with the other races and how they fit into society.

Alignment: The race’s sense of morality and general


alignment is discussed in this section.

Religion: The race’s common religious beliefs and


deity choices are listed here, as is how religion affects
the race as a whole.

Language: All of the races presented in this


supplement speak two languages, if not three. This
section explains which languages these are and how they
are spoken. The choice of bonus languages and why
they are spoken is also part of this section.

Lands: This section describes where the race tends to


live and where their communities can be found, if they
have any sort of organized communities.

Names: An explanation of how and what the race’s

5
Children of the Planes

Chapter 1: Races
Anzien
(Human/Formian)

And why would the colony find this deal lucrative? The expansion of the Formians, the Anzien have been pushed
silent voice of the Anzien cut through the Dwarf’s mind forward as the race’s diplomats and spies, searching
and he squinted in the poor light at the cowled diplomat for information and new ways to further extend the
of the Formians. He could just make out the slender reach of their Formian masters. There also exists those
tendrils of antennae that poked out of the edge of the Anzien who are not a part of the hive mind, those that
cloak. The Anzien’s multi-segmented fingers rasped exist outside of Formian society and strive to make a
repeatedly on the ale-stained wood of the table, calling life for themselves among races that shun them due to
the Dwarf’s attention away from trying to discern just their insect-like appearance and telepathic speech. It
what the bug-man looked like back to focus on the trade is these “free Anzien” that struggle to make a world
deal at hand. for themselves without the overbearing destruction of
their individuality and enslavement at the hands of their
You have yet to answer my question, Thorin of Clan distant ancestors, the Formians.
Boulderborn. My hive has little patience for those who
would judge us based solely on our appearance. The Personality: There exist two types of Anzien: the “free
expressionless eyes of the Anzien momentarily reflected Anzien” and the “enslaved Anzien”. The “free Anzien”
the dying light of the candles, casting an alien yellow exhibit the need to blend in with society, hiding from
glow. Thorin sighed heavily and shudder visibly. These the world while still making a living. They are distant,
damned Anzien were making his skin crawl. quiet, and possessive of what little is theirs. They
also have a strong, contradicting sense of belonging
Thorin unwrapped a dirty, soot-stained rag and and isolationism, preferring to be alone yet strongly
produced a flawlessly cut diamond. He put it in the longing to be part of something larger. This duality is
Anzien’s waiting hands, unable to look away as the
fingers curled around the gem like a dying spider’s
legs, and watched as it disappeared into the folds
of the bug-man’s cloak. The Anzien’s eyes glowed
amber and the Dwarf swore he saw the hint of a
thin smile in the gloominess.

“We accept.” The Anzien’s voice droned noisily


and Thorin silently longed for the silent comforts
of telepathy over the irritation of having to hear
an Anzien speak.

The Formians keep dominated and enslaved


Humans and other races to supplement the
building of their hives, using their dominate
ability repeatedly to wash away the individuality
of the slave and turning them into a near mindless
worker for the colony. Some of the more severely
dominated Humans become a “part of the tribe”
after excessive brainwashing and are soon treated
as such by the Formians. Offspring of assimilated
Humans and Formian taskmasters, the Anzien are
a relatively new race, having only appeared on the
Prime Material Plane in the last few centuries with
the arrival of a Formian colony that had enslaved
an entire world’s Human population. With the

6
McCoy & McCoy

a throwback to their Formian ancestor’s connection to Language: Anzien rely upon their telepathy ability
the hive mind. The “enslaved Anzien” act and behave for communication and they only rarely speak verbally.
as their hive dictates. They are an extension of the hive Verbal language is reserved for speaking with other
mind and will follow its orders obediently. races and many races find the use of telepathy upon
them to be a breach of etiquette and personal intrusion,
Physical Description: Anzien stand taller than unless it is invited. When a Anzien speaks, it is with a
humans and are built similarly to Elves, with slender not-so-faint “droning” noise and many of the races with
appendages. Anzien mature very quickly at the age of acute hearing find a Anzien’s speech mildly irritating, if
10 and they rarely live past the age of 60. Their skin is not out rightly nerve grating. Anzien rarely learn many
pale yellow or light brown and they have a thin carapace languages since their natural telepathy does not call for
that feels like a Human’s fingernail. They have a pair of a common language with those they communicate with
thin antennae perched atop their heads and their smooth, and only learn those that they find will be absolutely
angular faces have been described as “ant-like”. Their necessary for spoken communication with their
fingers are multi-segmented and have no nails, giving immediate neighbors.
them the appearance of having earthworms for fingers.
Their bulbous, expressionless eyes are amber or light Lands: Anzien lands are the hives and colonies of
green in color and reflect light, similar to a cat’s eyes. their Formian overlords. They live, work, and exist
Anzien have no body hair whatsoever. Both genders for the sole “pleasure” of serving the Formian colony
dress similarly in clothing that is both free flowing and and its queen. Anzien can be found in Human or other
concealing and favor earth tones or dark colors. humanoid cities as well, either working openly on behalf
of the Formian colony or secretly gathering information
Relations: “Free Anzien” try to have as few relations for their queen. Those Anzien born outside such
as possible with those outside their race. On the rare societies are mainly found in Human cities, where they
occasion that two Anzien live in the same city, they can disappear into the masses and seek out their own
will almost subconsciously work together while still existence in obscurity. There are no known townships
maintaining their own personal space. “Enslaved that have a majority of Anzien in their population.
Anzien” will work with any race, as their Formian
taskmasters instruct them. Other races find Anzien of Names: Unless the Formen is born outside of Formian
both types to be reminiscent of insects and the more society, they do not have names. They might be given
judgmental often have names for them like “bug-man” a name when outside of the hive and working with
or “ant-face”. They view the Anzien as a distant and humanoids that “require” such things but are otherwise
extremely private people and give them their privacy, as just another, nameless living extension of the hive. The
that benefits everyone. “free Anzien” follow the naming traditions of their
parents or pick an appropriate name for themselves,
Alignment: The rigid society of the Formians leaves depending on the circumstances of their upbringing and
little room for individual growth or rebellion; such sense of self. Short, two syllable names are the norm
things are completely foreign to the Formian mind among both types of Anzien, for they are easily said and
set. Those Anzien who are born into Formian hives related via both verbal and telepathic communication.
are always lawful in alignment and are good, evil, or
neutral, depending on the overall outlook of the colony. Adventurers: Anzien adventure for a variety of
Anzien raised outside of a Formian hive can be of reasons. The “free Anzien” adventure for wealth or just
any alignment, favoring the neutrality of their Human the sake of adventuring while the “enslaved Anzien” go
relatives. forth to do the bidding of their Formian masters. Anzien
excel as fighters and rogues, using their resourcefulness
Religion: Anzien worship the hive queen of their and quickness to their advantage. Anzien rogues are
colony and these handfuls of Anzien clerics champion skillful infiltrators and information gatherers. “Enslaved
the cause of the Formians or take to the veneration of Anzien” have a long standing tradition of being monks,
deities of law and colonization. The Anzien that are not since they often are seen as “expendable resources” of
brought up in the colonies of the Formians are not very the colony and there is little loss (save for the Anzien
religious or pious, instead believing that they are the themselves) when one falls in battle and has little or
masters of their destiny and do not need the likes of the no equipment to be lost. Anzien barbarians, druids,
gods dictating their lives. Deities of intrigue, spying, and rangers are the scouts and shock troopers for the
and thievery are common choices among the most pious- expansionist Formians, while the “free Anzien” who
minded Anzien who are not part of the Formian hives. exist in the wilds take to these classes out of survival.

7
Children of the Planes

Anzien sorcerers are not very common but those who Syxit, Anzien Ambassador:
take to the spontaneous arcane arts become powerful The Hive of G’lashid is one of the most prominent
evokers or transmuters. Clerics are rare as are paladins Formian hives on the Prime Material Plane and one
and bards. Anzien wizards are almost unheard of. of the few to have a thriving community of Anzien.
A few of these Anzien serve the Hive Queen as their
ANZIEN RACIAL TRAITS: ambassadors to the Human and Dwarven lands of
the north and through their efforts, some diplomatic
• +2 Dexterity, +2 Constitution, -2 Intelligence: and some devious, have helped to bring about a new
Anzien are born hardy and quick but they are not great age of prosperity for the Hive. Syxit is one of those
individual thinkers due to their Formian blood. ambassadors and one of the Hive’s most talented. He
• Medium: As Medium creatures, Anzien have no special has been recently sent into the Dwarven clanholds of the
bonuses or penalties due to their size. Stonehammer Clan and his eyes and ears have caught
• Anzien base land speed is 30 feet. wind of something called the “Founder’s Blade”. Such a
• +1 natural armor bonus. treasure would be of great value to the Hive and through
• +4 racial bonus to all saving throws versus poison, his skill, and blade if the matter calls for it, Syxit seeks
petrification, and cold spells and effects. to claim the “Founder’s Blade” for his Hive…and
• Telepathy (Su): An Anzien can communicate himself should an opportunity arise.
telepathically with any other creature within 30 feet
that has a language. It is possible to address multiple Syxit CR 5
creatures at once telepathically, although maintaining a Male Anzien fighter 4
telepathic conversation with more than one creature at a LN Medium Outsider (native)
time is just as difficult as simultaneously speaking and Init: +6 Senses Low-light Vision, Listen +2, Spot +2
listening to multiple people at the same time. An Anzien Languages Abyssal, Common, Telepathy
can use this ability at will.
• Low-Light Vision: An Anzien can see two times as AC 17, touch 12, flat-footed 15 (+2 Dex, +1 natural
far as a Human in starlight, moonlight, torchlight, and armor, +4 chain shirt)
similar conditions of poor illumination. She retains hp 38 (4d10+12 HD)
the ability to distinguish color and detail under these Resist +4 vs. poison, petrification, and cold spells and
conditions. effects
• Human Blood: For all effects related to race, an Anzien Fort +7, Ref +3, Will +3
is considered a Human.
• Trace Blood (Formian): When it comes to effects Speed 30 ft. (6 squares)
related to race, an Anzien has a 50% chance of being Melee+1 rapier +7 (1d6+3, 18-20)
considered a member of their parent outsider race. If Melee +1 dagger +7 (1d4+3, 19-20) or
they fail the percentage roll, they still receive a +4 racial Melee +1 rapier +5 (1d6+3, 18-20) and +1 dagger +5
bonus on all future Use Magic Device rolls when it (1d4+2, 19-20) w/ Two Weapon Fighting
comes to using a magical item that has an outsider race Ranged shortbow +6 (1d6, x3)
requirement. The character also is considered a member Base Atk +4 Grp +6
of his parents’ outsider race when it comes to prestige Special Actions Cleave, Power Attack, Two Weapon
class racial requirements. Fighting
• Native Outsider: An Anzien is a native outsider. Spell-Like Abilities (CL 4th) mending 1/day
• Spell-Like Abilities: An Anzien with a Charisma score
of at least 10 also has the following spell-like abilities: Abilities Str 14, Dex 15, Con 16, Int 12, Wis 11, Cha 12
1/day—mending. Caster level 1st; save DC 10 + the SQ telepathy, lowlight vision, darkvision 60 ft., human
Anzien’s Cha modifier + spell level. blood, trace blood (formian)
• Automatic Languages: Common. Bonus Languages: Feats Alertness, Cleave, Improved Initiative, Iron Will,
Any but secret languages (such as Druidic). Power Attack, Two Weapon Fighting
• Favored Class (Any): When determining whether a Skills Diplomacy +8, Hide +6, Intimidate +7, Jump +8,
multiclass Anzien takes an experience point penalty, his Listen +2, Move Silently +6, Ride +9, Spot +2
or her highest-level class does not count. Possessions Chainshirt (Masterwork), +1 rapier, +1
• Level Adjustment +1. dagger, shortbow, quiver w/ 20 arrows, orders from the
Hive, 13 gp

8
McCoy & McCoy

Bralinsidhe
(Elf/Bralani)

The last lingering notes of the bard’s song faded away in steering it towards a beneficial conclusion and cheering
the brisk night air, and the man’s beaming smile was one charitable actions taken by others.
of triumph and pride. He bowed deeply to his cheering
audience, a motley collection of adventurers, farmers, Physical Description: The exceptionally long-lived
and nobles, and turned on his heels to face his rival and Bralinsidhe stand taller than most Elves but are just
challenger. as slender, giving them a willowy appearance. Some
Bralinsidhe have been known to reach almost six feet
“You will find the Magnificent Majha a hard act to in height yet still weigh slightly over a hundred pounds.
follow, my lady! I do hope your voice is prettier than Their alabaster skin has a slight yellow tinge to it and
your looks!” the Half-Elf’s jest only caused his audience makes them appear “shining with gold” in the morning
to chuckle and leer at the sharply-featured challenger. light, as a Gnomish poet once put it. Their features are
sharp and angular, almost avian. They have almond-
The angular woman’s pale eyes twinkled in the shaped eyes with lightly colored irises that appear to be
moonlight; she brushed her luminescent hair away from glazed over and this is often taken as a “sign of blessed
her face. Her only reply was to grin knowingly at the birth” by the Bralinsidhe’s parents. A Bralinsidhe’s
bard and take center stage. hair grows long and straight, ranging in color from
pure white to light blonde. They favor brightly
As the first notes of her beautifully haunting song began, colored clothing that flows and allows for freedom of
Majha’s bemused smile quickly turned into a frown of movement and find tight clothing to be constricting and
utter disbelief. unnecessary.

He had already lost…and she had just begun. Relations: The Bralinsidhe are often viewed as the
“kindhearted yet scatterbrained” neighbor by their
Elven legends speak of a time when the Bralani once communities. They guide those around them with
shared a mutual love of music with the Elves and a gentle hand, quietly trying to bring out the best
they trained their greatest bards in the songs of the intentions in all people and secretly condemning
celestial choir. As time passed on, the heavenly Bralani those of evil actions. The good-aligned races see the
came to love the Elven way of life and some chose Bralinsidhe as welcome neighbors. The more lawfully-
to remain behind, living among the Elves for many inclined races, such as Dwarves, view them as “more
centuries. The Bralani intermarried with the Elven flighty Elfkin” but even they have a hard time finding
people and they had children, blending their celestial something not to like about the Bralinsidhe. Most
and Elven blood together to create a new race, aptly Bralinsidhe do not become entrenched in a community,
named the “Bralinsidhe”. Eons have passed since this flitting from town to town, although a “short stopover”
intermingling and the Bralani have since returned to for one so long-lived may be a decade or longer.
their celestial homes or passed away. Every generation
or so, a Bralinsidhe is born to Elven parents. This birth Alignment: Bralinsidhe embrace the chaotic and
is cause for great celebration, for the child is destined goodly ways of their Elven kin. Their love of free
to become a great bard as many of the Bralinsidhe have thought and gifting strangers with random acts of
come to be. kindness are the hallmarks of the Bralinsidhe, thus
many of them are of chaotic good alignment. A few
Personality: Found dangling from a high perch or Bralinsidhe who fall into debauchery and drink are
singing to people passing by just to brighten their days, chaotic neutral in alignment, but a malicious and evil
the Bralinsidhe love random acts of kindness, often Bralinsidhe is very uncommon. Lawful Bralinsidhe
going out of their ways to gift an unsuspecting stranger rarely exist and those purely neutral Bralinsidhe are
with something or just trying to make someone smile. often the result of some tragedy that has snuffed out
The Bralinsidhe are also the “wandering children” of their love of singing or otherwise scarred their soul,
the Elven race. They are prone to fits of wanderlust breaking their passion and resigning them to live out
and travel, being of flighty personality, yet they are their days in indifference.
not entirely reckless. A Bralinsidhe likes to ride
out situations, not necessarily in control, but gently Religion: Deities of bards, celebration, and song are the

9
Children of the Planes

primary religious choices for the Bralinsidhe, followed are the norm for the Bralinsidhe, reflecting their unique
by the Elven pantheon. Most Bralinsidhe offer lip heritage and the destiny that the Elven elders have
service to their deities and devote themselves wholly to foreseen. The Common equivalent of these names
their chosen art form, whether it be singing, painting, translate into phrases like “Voice of the Celestial
or some other type of performance Fey” and “Beautiful Crescendo” and it is common
art. The few evil Bralinsidhe take for a Bralinsidhe’s name to be quite long in both their
up the causes of deities native language as well as the Common tongue. It is
of corruption, malice, a Bralinsidhe custom to add to one’s name whenever a
seduction, and other dark significant event takes place in their lives and warrants
intentions, spreading their mentioning to everyone they meet. Because of this,
gods’ evil agendas through older Bralinsidhe are often able to tell their life stories
song and deception. More simply by reciting their own names!
neutral aligned Bralinsidhe
find purpose in the worship Adventurers: The
of deities of crafting, Bralinsidhe are born
knowledge, and magic. to be bards and
Regardless of the outlook of they excel at this
their chosen god, they prefer profession. The adventuring
active ministry to cloistered Bralinsidhe is usually a traveling bard
worship. who is seeking out new stories to tell
and new songs to sing as she journeys
Language: The Bralinsidhe with her trusted companions through
find language to be the most ruins of antiquity. Sorcerers and
fascinating gift from the gods. If rogues who focus on social skills are
it were not for the spoken word, also common class choices for the
the Bralinsidhe would have no Bralinsidhe, for their charming
way of putting their emotions into personalities and dexterous physiques
song or wishing a good morning make them quite talented at these professions.
to their neighbors. Thus, they Clerics and druids are uncommon but not as
take to learning every language much as Bralinsidhe rangers, paladins, and monks.
they can, often trading coin or Bralinsidhe fighters take to master the rapier and
service for tutoring in a new tongue. other light weapons, using their natural dexterity to
The Bralinsidhe are also naturally gifted give them an edge. Regardless of profession, the
when it comes to language, reflecting Bralinsidhe often serve as an adventuring party’s “face”
on their distant celestial ancestor’s own and speaker, for their natural charisma gives them the
linguistic talent. They normally converse skills to make most social interaction go quite smoothly.
in Celestial when amongst their own kind
but are just as happy speaking in any BRALINSIDHE RACIAL TRAITS:
language that their audience understands.
• +2 Dexterity, -2 Constitution, +2 Charisma: The
Lands: The Bralinsidhe call Elven lands Bralinsidhe have beautiful singing voices and possess
their home if they settle in any lands at all. their elven blood’s grace as well as their frailty.
Most often, the Bralinsidhe are traveling, • Medium: As Medium creatures, Bralinsidhe have no
stopping over in all types of communities special bonuses or penalties due to their size.
and outposts, plying their bardic craft • Bralinsidhe base land speed is 30 feet.
and singing for coin or trade. Most • Immunity to sleep spells and similar magical
Bralinsidhe have a special fondness for effects.
high places, such as cliffs or towering • Cold and fire resistance 5.
trees, and can often be found in lands • +2 racial bonus on all Listen, Perform
where these places are easily found. (Singing), and Spot checks.
Bralinsidhe love sprawling cities just • The Speak Language skill is always
as much as verdant, untouched forests considered a class skill.
and can be found in both places in equal parts. • Darkvision: A Bralinsidhe can see in the dark up to
Names: Elven names accented with Celestial words 60 feet. Darkvision is black and white only, but it is

10
McCoy & McCoy

otherwise like normal sight, and a can function just fine An’gilica Eversong CR 5
with no light at all. Female Bralinsidhe bard 4
• Elven Blood: For all effects related to race, a CG Medium Outsider (native)
Bralinsidhe is considered an Elf. Init: +4 Senses Darkvision (60 ft.), Listen +5, Spot +5
• Trace Blood (Celestial): When it comes to effects Languages Celestial, Common, Draconic, Elven,
related to race, a Bralinsidhe has a 50% chance of being Sylvan
considered a member of their parent outsider race. If
they fail the percentage roll, they still receive a +4 racial AC 17, touch 15, flat-footed 13 (+4 Dex, +3 leather
bonus on all future Use Magic Device rolls when it armor)
comes to using a magical item that has an outsider race hp 22 (4d6+3 HD)
requirement that the character is a part of. The character Immune sleep
also is considered a member of her parents’ outsider race Resist +2 vs. enchantments, cold and fire resistance 5
when it comes to prestige class racial requirements. Fort +1, Ref +8, Will +5
• Native Outsider: A Bralinsidhe is a native outsider.
• Spell-Like Abilities: A Bralinsidhe with a Charisma Speed 30 ft. (6 squares)
score of at least 10 also has the following spell-like Melee + 1 longsword +5 (1d8+2, 19-20)
abilities: 1/day—gust of wind. Caster level 1st; save DC Ranged shortbow +7 (1d6, x3)
10 + the Bralinsidhe’s Cha modifier + spell level. Base Atk +3 Grp +4
• Automatic Languages: Celestial, Common, Elven. Bard Spells Known (CL 4th)
Bonus Languages: Any (except secret languages such as 2nd (1/day) – darkness, sound burst (DC 15)
Druidic). 1st (3/day) – comprehend languages, sleep (DC
• Favored Class (Bard): A multiclass Bralinsidhe’s bard 14), undetectable alignment
class does not count when determining whether she 0 (3/day) – detect magic, flare (DC 13), know
takes an experience point penalty for multiclassing. direction, message, prestidigitation,
• Level Adjustment +1. resistance
Spell-Like Abilities (CL 4th)
An’gilica Eversong, Traveling Bard: gust of wind 1/day (DC 15)
An’gilica Eversong was considered a momentous
blessing to the extended Eversong family, a Bralinsidhe Abilities Str 12, Dex 18, Con 10, Int 15, Wis 12, Cha 17
with violet eyes and a voice that carried the emotions SQ bardic music 4/day (countersong, fascinate, inspire
and passions of her kin and ancestors. A gifted lyricist, courage, inspire competence +1), bardic knowledge,
An’gilica was raised to become the heiress of the family lowlight vision, darkvision 60ft., elven blood, trace
and take her place as a bard. When An’gilica left her blood (celestial)
family to take to the road as a traveling performer, Feats Skill Focus (Perform-Sing), Toughness
she joined a merry band of Human, Gnome, and Skills Craft (Instruments) +9, Decipher Script +9, Hide
Elven adventurers. She hopes to learn many new and +4, Knowledge (Arcana) +7, Knowledge
wonderful songs so that someday she can return to her (Nobility and Royalty) +7, Listen +5, Move
family and truly live up to the Eversong name. Silently +4, Perform (Act) +10, Perform
(Comedy) +7, Perform (Oratory) +9, Perform
(Sing) +15, Perform (String Instruments) +8 (+10
w/ masterwork instrument), Perform (Wind
Instruments) +9 (+11 w/ masterwork instrument),
Search +4, Spot +5
Possessions Flute (Masterwork), Mandolin
(Masterwork), +1 longsword, shortbow, quiver w/ 20
arrows, +1 glamoured leather armor, 120 gp

11
Children of the Planes

Durrin
(Dwarf/Hound Archon)

The last flickering white light faded away as the smith’s more prominent when the need for their holy blades is
hammer fell upon the consecrated metal for the final most dire and declining when the Dwarves know a long
time. His deep brown eyes welled up with tears of joy peace. Whatever hand guides the destiny of the Durrin,
and quiet pride as he admired the piece of metal that they take to their destiny with unquestionable honor,
had started out as a shattered relic of his people’s past. ready to serve the Dwarven people without hesitation
For twenty years, he had devoted every single waking and with unwavering dedication. Such is the character
moment to his life’s work: restoring the Founder’s Blade of the devoted Durrin.
to its former glory.
Personality: Honorable and loyal, the Durrin are a
The years of labor had been ones of love, sweat, tears, people who pride themselves in keeping their word
and dreams. He had reforged the blade that had been and serving faithfully. They are Dwarven through
broken and he had mended his own soul, and his own and through, being emotionally distant to non-kin
honor, with each renewed piece of the sword that fell and extremely private about their personal lives but
into place under his skilled forging. are warmhearted and devoted to family and friends.
Durrin are also very pious and take their faith seriously,
With the last hammer fall, Ardith had accomplished allowing it to be a part of everything they do. A quick
greater glory for his people, for his god, and for himself. prayer or ritual is said or performed whenever the Durrin
The blade would be unsheathed again and wielded undertakes any task, asking their deity for the strength
by the unwavering hand of the Justicar; his very own and guidance to complete it and thanking the god for the
daughter. opportunity to serve them. A Durrin is slow to anger,
but woe to those that would question their values or
Was the blade trembling with the finishing blow from harm their kin, for they possess the strength and
his hammer or were his hands shaking? Was vigor to bring retribution upon those who have
the cooling steel releasing its sigh in the cool wronged them.
air or was the whimper mounting in his throat
escaping from behind his teeth? Like so many Physical Description: The Durrin are
other trifles, these questions did not matter. a squat people, even more so than
The triumph of his life lay before him. Dwarves. They stand an inch or
so short of five feet tall, although
His people would be proud again. there have been a few rare
Durrin that are taller. Males
Long have the Dwarven people been are stockier and taller than
servitors of good and law. The females and both sexes sport
mingling of celestial blood with frames of compact muscle
the goodly Dwarves is not an and hard, chiseled
uncommon occurrence features. Their skin
and the bloodline of the is lightly tanned, with
Durrin is one of such an almost yellowish
ancient lineage. For tint,and they have a fine
millennia, the Durrin coat of body hair that
have served as the most covers their arms, legs,
devoted defenders of the chest and back. Durrin
Dwarven pantheon and hair is worn long and
their sacred duties have unkempt, feeling more
never been betrayed by like a dog’s fur than a Dwarf’s hair
any of their blood. and is usually blonde, auburn, or
The Durrin have light brown in color. Both men
waxed and waned and women grow facial hair and
throughout the countless take pride in their beards. Their
ages of their existence, becoming deep-set eyes are squinty and

12
McCoy & McCoy

either brown or black. Their upper jaw extends outward and proverbs. When delivering a “truth from on high”
slightly, revealing a mouth full of canine teeth. Durrin or a bit of wisdom, the Durrin will use these heavenly
clothing tends to follow Dwarven fashions, built more sayings as if they were religious doctrine, which many
for serviceability and function than fashion trends. They of them actually are. Religious hymns and ancient
favor natural materials such as leather and muslin and Dwarven battle songs are sung in both languages and a
usually leave their clothing un-dyed. Durrin’s voice is deep and booming, often shaking both
the listener and the stage. The Durrin take to learning
Relations: The Durrin have nigh-unbreakable Common to trade more efficiently with other races and
relations with their Dwarven kin, almost to the point they learn other languages to communicate with both
of xenophobia and blind devotion. The strong kinship allies and enemies.
with their Dwarven brethren is their greatest strength
as well as their greatest weakness. The enemies of the Lands: The Durrin are found in ancient dwarven
Durrin often destroy the families and kin of the Durrin, clanholds, where the worship of the Dwarven gods
driving the Durrin to the point of self-annihilation and is still strong and a deep tradition of Dwarven life.
vengeance. The traditional enemies of the Dwarves, Many Durrin can be found in areas where Dwarves are
such as Goblinoids and the Drow, are viewed as the suffering or losing their ancestral lands, as they stand at
Durrin’s foes as well. Half-Orcs and those of Orcish the forefront of the war to reclaim and keep such lands.
blood must fight hard to earn the trust of a Durrin. Elves A few Durrin take to creating their own strongholds,
are seen as flighty weaklings unworthy of notice and either from stonework or deep inside liberated Dwarven
Humans are overzealous expansionists. The other races holds, and these communities grow to become epicenters
are viewed on an individual basis, although Gnomes are for the Durrin way of life.
treated as a cousin of the earth and often the closest non-
Dwarven relation a Durrin has. Any goodhearted soul Names: Durrin are named after family or clan heroes of
with celestial blood is welcomed as a brother and those the past or they take the name of their father or mother,
of infernal relations will never earn the trust of a Durrin. which is a time-honored tradition of the Dwarves.
Their names are given in Dwarven and they always list
Alignment: The Durrin are zealous supporters of the their proper name first, clan name second, their family
Dwarven way of life and follow the laws of their society name third, and the names of their lineage or personal
without fault. Thus, they are often lawful good and nicknames as far back as their audience will allow them.
they adhere to the ancient Dwarven codes of honor to Most Durrin will only give their proper first name to
both the letter and the meaning of the law. Their touch outsiders (mainly any non-Dwarf or Durrin) and it is
of celestial blood also prompts the Durrin’s goodly only after earning the Durrin’s trust that the companion
tendencies. The more stern-hearted Durrin are lawful will learn the Durrin’s full name.
neutral and those who fall to corruption and darkness
are lawful or neutral evil. Neutral good Durrin are Adventurers: Crusading Durrin paladins in the
often ones who have taken to a non-militant way of life, service of the Dwarven pantheon are often what most
finding peace and pride in a craft or other “humble” adventurers think of when they think of the adventuring
profession and in supporting the lives of their fellows. Durrin. For the most part, they are correct. Paladins
Chaotic and purely neutral Durrin are rare, if not and fighters who serve as protectors of Dwarven
completely unheard of. pilgrims or are searching for a lost Dwarven relic are
the commonly encountered adventuring durrin. Durrin
Religion: Religion is an intricate part of a Durrin’s life make terrific fighters, monks, paladins, and rangers due
and they are very religious, regardless of whatever deity to their vigor and strength and they are at home at the
they may follow. The majority of the Durrin worship frontline of battle. Their lawful upbringing rarely allows
the Dwarven deities and are often paladins and clerics for Durrin barbarians but they are terrifying to behold.
in their service. Those Durrin that do not follow the Clerics are also common among the Durrin while druids,
Dwarven pantheon take to the worship of a deity that rogues, sorcerers, and wizards are rare class choices.
serves their primary craft or interest, such as masonry or The loremasters of the Durrin, who are often bards, are
warfare. Some Durrin take to the reverence of a cause highly respected and take the approach of a “warrior
and follow it just as strictly as their code of honor and skald”, who delivers fiery sermons of past glories while
personal beliefs dictate. plunging into combat alongside their brethren.

Language: The language of the Durrin is a hybrid of


Dwarven with a smattering of Celestial expressions

13
Children of the Planes

DURRIN RACIAL TRAITS: Rethi Stonehammer had slain the wyrm, the blade
had shattered and with it, the honor of his clan had
• +2 Strength, +2 Constitution: The durrin are born with waned, as the weapon had been the symbol of the
the toughness of Dwarves and tempered with celestial clan. For generations, the Stonehammers of Rethi’s
vigor. bloodline have labored to restore the blade and it was
• Medium: As Medium creatures, Durrin have no special only with the birth of a Durrin that the job has now
bonuses or penalties due to their size. been completed. Ardith, since he was first able to pick
• Durrin base land speed is 20 feet. up a forging hammer, spent every moment of his life
• Lesser Stability: A Durrin gains a +2 bonus on ability completing the work of his ancestors. Last year, Ardith
checks made to resist being bull rushed or tripped when reforged the “Founder’s Blade” and brought honor back
standing on the ground (but not when climbing, flying, to his family.
riding, or otherwise not standing firmly on the ground).
• Electricity resistance 5. Ardith Stonehammer CR 5
• +4 racial bonus on all saving throws versus poison. Male Durrin expert 5
• +2 racial bonus on all saving throws versus spells and LG Medium Outsider (native)
spell-like abilities. Init: +2 Senses Darkvision (60 ft.), Listen +4, Spot +4
• +4 dodge bonus to AC versus giants. Languages Celestial, Common, Dwarven, Gnome,
• Darkvision: A Durrin can see in the dark up to 60 feet. Terran
Darkvision is black and white only, but it is otherwise
like normal sight, and a durrin can function just fine with AC 13, touch 13 flat-footed 10 (+3 Dex)
no light at all. hp 30 (5d6+10 HD)
• Bite attack: Durrin have a bite attack that deals 1d4 Resist lesser stability (+2), electric resistance 5, +4 vs.
damage. poison, +2 vs. spells and spell-likes, +4 dodge
• Dwarf Blood: For all effects related to race, a Durrin is bonus to AC vs. giants
considered a Dwarf Fort +2, Ref +4, Will +6
• Trace Blood (Celestial): When it comes to effects
related to race, a Durrin has a 50% chance of being Speed 20 ft. (4 squares)
considered a member of their parent outsider race. If Melee heavy mace +4 (1d8+1)
they fail the percentage roll, they still receive a +4 racial Melee bite +4 (1d4+1)
bonus on all future Use Magic Device rolls when it Ranged heavy crossbow +6 (1d10, 19-20)
comes to using a magical item that has an outsider race Base Atk +3 Grp +4
requirement. The character also is considered a member Special Actions Bite 1d4
of his parents’ outsider race when it comes to prestige Spell-Like Abilities (CL 5th) aid 1/day (DC 13)
class racial requirements.
• Native Outsider: A Durrin is a native outsider. Abilities Str 13, Dex 16, Con 14, Int 15, Wis 14, Cha 12
• Spell-Like Abilities: A Durrin with a Charisma score SQ lowlight vision, darkvision 60ft., Dwarf blood, trace
of at least 10 also has the following spell-like abilities: blood (celestial)
1/day—aid. Caster level 1st; save DC 10 + the Durrin’s Feats Alertness, Skill Focus (Craft (Weaponsmithing))
Cha modifier + spell level. Skills Craft (Armorsmithing) +4, Craft (Blacksmithing)
• Automatic Languages: Celestial, Common, Dwarven. +4, Craft (Sculpting) +10, Craft (Stonemasonry)
Bonus Languages: Abyssal, Draconic, Giant, Gnome, +4, Craft (Trapmaking) +4, Craft
Infernal, and Terran. (Weaponsmithing) +14 (+16 w/ artisan’s tools),
• Favored Class (Paladin): A multiclass Durrin’s paladin Hide +3, Knowledge (Architecture and
class does not count when determining whether she Engineering) +11, Knowledge (Nature) +3, Listen
takes an experience point penalty for multiclassing. +4, Open Lock +8, Profession (Blacksmith) +8
• Level Adjustment +1. (+10 w/ artisan’s tools), Ride +11, Sleight of Hand
+9, Spot +4, Survival +10, Use Magic Device +9
Ardith Stonehammer, The Reforger: Possessions Heavy mace, Artisan’s Tools (Masterwork),
For the Stonehammer Clan, honor is everything and heavy crossbow, quiver w/ 20 bolts, 102 gp
none are more obsessed with its pursuit than Ardith
Stonehammer. It was his ancestor, Rethi Stonehammer,
that wielded the “Founder’s Blade”, a potent weapon
that led to the reclaiming of the Stonehammer ancestral
lands from the hands of an ancient red dragon. When

14
McCoy & McCoy

Firesly
(Halfling/Efreeti)

Grezzi walked beside Silaz, his potential customer. His power won by their tyrannical forbearer and they wield
dark red eyes watched with amusement as the sweating it without reservation.
Human “browsed the merchandise”, as the man had
so eloquently put it. Grezzi’s stock was known not only Personality: Wickedly cunning and silver-tongued, the
for its impeccable condition but also for its remarkable Firesly are born merchants with a keen eye for economic
variety: Humans, Elves, Dwarves, Gnomes, Halflings, trade and value. They gauge everything in terms of
even more exotic creatures such as Unicorns and coinage and if something is not worth the price they are
Medusas. Slaves of all breeds, race, and capabilities willing to pay, the Firesly will ignore the person or item
filled Grezzi’s warehouse and it only made Silaz’s eyes in question or otherwise make sure its “worthlessness”
gleam the brighter. He waited patiently as Silaz walked is known to the world. The Firesly have a natural
each row of cages, poking and prodding in the way tendency towards deceit and will cloak the truth, if not
Humans do when they are curious. The Firesly could outright lie, to get what they want or win the heart of
not help but think of just how much Silaz resembled someone they deem “valuable”. Many Firesly are also
an overexcited monkey, lost in the ecstasy of being accomplished gamblers and love to take part in a “game
surrounded by too much ripe fruit. of chance”, because these games often have rules that
can be bent in their favor and win the Firesly a good deal
When they reached the last cage, which was covered of coin and respect. Most Firesly have a personal code
with a dark blue cloth, Silaz smiled brightly and turned of honor that they will never violate and they welcome
to the slaver. the challenge it presents to them in making the world
bend to their every whim.
“I do hope we can come to some sort of arrangement,
as your prices are a little higher than what I am used Physical Description: Both male and female Firesly
to. I do not harbor such hopes of getting it lowered are of equal height and weight, being both slender
much as I hear that you can sell a man his wife back for and standing just under five feet tall. The Firesly
twice of what she is worth and make him smile while he have soft, rounded features like those of their Halfling
is handing you the coins.” Silaz chuckled as the Firesly parents. They have dark, dusky skin tones, ranging
slaver’s bemused smile turned into a wicked grin. from bronze to coal black. They have thin, bloodless
lips and small, dexterous fingers. A Firesly’s eyes
“Well, it’s fascinating that you would say such things,” are remarkably striking, larger than a Halfling’s, are
Grezzi’s edged voice intoned as he pulled the cover off extremely expressive, and follow the darker spectrum
of the last cage. Silaz could only stand there, his mouth of color, with red eyes being the norm. Hair in both
agape as his family, shackled and unconscious, were sexes is naturally curly and full, growing out instead
revealed as the cage’s occupants. of down, and is ashen brown, black, or a deep shade of
red. Males have sideburns and thick, bushy mustaches
“I think you will find my prices on these items to be and goatees. Firesly garb is richly embroidered and
quite reasonable.” well crafted and they favor reds, dark purples, blues, and
blacks. It is custom for Firesly males to carry ornate
The stories of evil-hearted Halflings are few and far curved daggers at their belts while the females will have
between but the tale of one Halfling slaver who struck a bodice dagger of similar design. This stems from an
an infernal bargain with the Efreeti lords of the City Efreeti custom that they have adopted as their own.
of Brass is legendary. He sold the souls of thousands
to his devilish masters and in return, they gifted him Relations: Most people unsuspectingly find the Firesly
with the spirit of an Efreeti and the natural cunning that to be charming and money-minded, without suspicion of
came with it. His powers of persuasion and cleverness the darker intentions that lie in the Firesly’s heart. The
allowed this wicked slaver to carve forth his own Firesly view the other races as “marks”, people who are
kingdom without ever having to resort to the blade. He ripe for the picking for the fleecing Firesly. Halflings,
fathered many children during his long reign as the however, know the telltale signs of a Firesly birth and
Tyrant of the South and those distant generations are the often abandon the child to an orphanage or even slay
ancestors of the bloodline that would become known the child, to save the world from such a wicked birth.
as the Firesly. The Firesly hold a glimmer of the dark While this is harsh, it is often seen as an act to better the
community. Those few Firesly that are raised among

15
Children of the Planes

their Halfling kin are the ones who tend to become non- They love the trappings of luxury and there is no better
evil, even goodly, and use their natural abilities to better place to gain such a lifestyle than in the high walls
their community, albeit after taking a bit off the top of a metropolis. The Firesly do not have cities or
for themselves. urbanized areas of their own, as they are too few
and far between to really come together to form
Alignment: The Firesly, due to their a community. There is also the problem of
Efreeti blood, are naturally disposed two Firesly competing over resources which
towards both law and evil. Many Firesly would lead to nothing but the death of one or
are mirror images of their distant Efreeti both. On the rare occasion that a Firesly is
ancestors: wicked in heart and deed, encountered away from a city, they are either
cunning and narcissistic while maintaining traveling to another township or are a venturing
a strict code of law and so-called “personal merchant.
honor”. Not all Firesly are possessed of an
evil heart, though and many are neutral or Names: Firesly names are commonly
even good in alignment. Most Halfling, although they are also
are lawfully aligned and commonly pulled from the Infernal
there are only a rare few language if the Firesly has named
chaotic-aligned Firesly. themselves or the parents knew of
the Efreeti blood in their child. A
Religion: Most Firesly Firesly name usually consists of an
see worshipping the “appropriate” title, a first name and
gods as a means to an elaborate, and often fabricated,
an end. They venerate surname. The Firesly often seek
deities who share their love to trace their lineage back to their
of deception and material original Efreeti ancestor and will
possessions and see their relationship recite said lineage if given the
with these deities as an “equal partnership”. chance. If they are unable to find
This partnership only lasts until the Firesly any such records, the Firesly will
has gotten everything of value from the create an impressive, yet entirely false,
relationship and they either stop worshipping line of noble and powerful ancestors. This
the deity altogether or find another, more practice has caused for many Firesly to
“valuable” deity to devote themselves to. cut all family ties with their Halfling
Other common deities that the Firesly kin and focus primarily on their more
worship are deities of corruption, lies, sinister family roots.
politics, trade, thievery, and wealth.
Adventurers: Opportunists
Language: The Firesly favor the through and through, most Firesly
languages of their Halfling parents, but adventurers are silver-tongued
find a special love of the Infernal tongue. rogues seeking out their
The subtle, somewhat deceptive way fortune in a world ripe for
the language works appeals to the the taking. The rogue and
Firesly and most learn it at an early bard classes are natural
age. Other languages are learned choices for the Firesly
to better interact with the other and many take advantage
races that the Firesly regularly come in contact with of the social abilities that each of
during their mercantile dealings or swindling. After these classes bring. Fighters are an
all, according to the Firesly, it is better to speak with a uncommon choice for the Firesly but those
potential “customer” in a tongue they feel comfortable who do walk the path of the blade favor finesse weapons
with in order to lure them into a false sense of security such as the rapier or short sword. Rangers and paladins
so that they don’t notice your hands, metaphorically or are rare but there are quite a few Firesly monks, as their
literally, in their purses. natural tendency towards law makes them suitable to the
monastery. Clerics are often worshippers of mercantile
Lands: The Firesly favor the urban lands claimed or trickster deities and spread trade and mischief in
by other races and they thrive in a city environment. equal doses. Druids and wizards are not common

16
McCoy & McCoy

choices for a Firesly adventurer. Sorcerers are the lands of Amun. Born into a priviledged family of
primary arcane choice for a Firesly and they excel at this Halfling merchants, Grezzi’s first slaves were his own
profession. siblings and he soon sold his entire family into the bonds
of slavery. The pasha, a loathsome creature by the name
FIRESLY RACIAL TRAITS: of Vorth, made Grezzi his minister of finance. Under
Grezzi’s lash and with his cunningly cruel intellect and
• +2 Dexterity, +2 Charisma: Firesly are born with both planning, the pasha’s palace was filled with the finest
the quickness of their Halfling relatives as well as the luxuries slavery could buy.
wickedly cunning personalities of their Efreeti ancestors.
• Medium: As Medium creatures, Firesly have no special After only five years, Grezzi used his considerable
bonuses or penalties due to their size. political power and resources to assassinate the pasha
• Slight Stature: Though Firesly are Medium size, and sell the pasha’s sons to a rival kingdom. With the
they are slight when compared to others. They may reins of the kingdom in his hands, Grezzi has started his
wear items designed for either Medium or Small sized ascent to power as the pasha of a kingdom built on the
humanoids, including armor, but not handheld items broken backs of slaves.
such as weapons. Being smaller grants the Firesly a +2
size bonus to Hide checks. Grezzi CR 8
• Firesly base land speed is 30 feet. Male Firesly rogue 7
• Fire resistance 10. NE Medium Outsider (native)
• Cold Vulnerability Init: +5 Senses Low-light Vision, Listen +10, Spot +8
• +1 racial bonus on all saving throws. Languages Common, Gnome, Halfling, Infernal
• +2 racial bonus on all Appraise and Climb checks.
• Low-Light Vision: A Firesly can see two times as far as AC 19, touch 16, flat-footed 14 (+5 Dex, +3 padded
a Human in starlight, moonlight, torchlight, and similar armor, +1 deflection)
conditions of poor illumination. She retains the ability to hp 28 (7d6+7 HD)
distinguish color and detail under these conditions. Resist fire resistance 10, evasion, trap sense +2, Cold
• Halfling Blood: For all effects related to race, a Firesly Vulnerability
is considered a Halfling. Fort +5, Ref +12, Will +6
• Trace Blood (Efreeti): When it comes to effects related
to race, a Firesly has a 50% chance of being considered Speed 30 ft. (6 squares)
a member of their parent outsider race. If they fail the Melee +2 shortsword +9 (1d6+4, 19-20)
percentage roll, they still receive a +4 racial bonus on all Melee dagger +7 (1d4+2, 19-20)
future Use Magic Device rolls when it comes to using a Ranged dagger +10 (1d4+2, 19-20)
magical item that has an outsider race requirement. The Base Atk +5 Grp +7
character also is considered a member of his parents’ Special Actions sneak attack +4d6
outsider race when it comes to prestige class racial Spell-Like Abilities (CL 4th) produce flame (DC 15)
requirements. 1/day, detect magic 1/day
• Native Outsider: A Firesly is a native outsider.
• Spell-Like Abilities: A Firesly with a Charisma score Abilities Str 14, Dex 20, Con 12, Int 13, Wis 15, Cha 14
of at least 10 also has the following spell-like abilities: SQ trapfinding, evasion, trap sense +2, uncanny dodge,
1/day—produce flame, detect magic. Caster level 1st; slight stature, lowlight vision, darkvision 60ft.,
save DC 10 + the Firesly’s Cha modifier + spell level. Halfling blood, trace blood (efreeti)
• Automatic Languages: Common, Halfling, Infernal. Feats Alertness, Dodge, Nimble Fingers
Bonus Languages: Abyssal, Aquan, Auran, Draconic, Skills Appraise +6, Balance +13, Bluff +12, Climb +5,
Ignan, and Terran. Hide +9, Intimidate +11, Jump +4, Knowledge
• Favored Class (Rogue): A multiclass Firesly’s rogue (Local) +11, Listen +10, Move Silently +16, Open
class does not count when determining whether she Lock +9, Search +11, Sleight of Hand +14, Spot
takes an experience point penalty for multiclassing. +8, Swim +12, Tumble +15
• Level Adjustment +1. Possessions +3 padded armor, +2 shortsword, wand of
suggestion (DC 17) 22 charges, +1 ring of protection,
Grezzi, Slaver of Amun: dagger, 1,344 gp
According to Grezzi, there are two types of people in
this world: those you sell to, and those you sell. Grezzi
is one of the leading slave traffickers in all of the desert

17
Children of the Planes

Grumsashen
(Orc/Rakshasa)

“Would it not please the lady if I handled such trivial their conquest to this day.
affairs for her? Imagine the wealth that milady will
have once we are finished with the trade!” The subtle Personality: If a race were to be defined by the
purr in Rytial’s throaty voice was barely audible but the classical hierarchy of sins, the Grumsashen would be
Half-Elven woman at his side giggled as she heard it. the undisputed champions of avarice and vanity. Vain
and extremely self-righteous, the Grumsashen spend
“Rytal, you’re such a big kitten,” she giggled. Her their lives in the pursuit of material possessions and
smiling pink face floated upon her wavy neck, as it absolute power. They are natural deceivers and rely
usually did when she was into her sherry. “I wish the on their charisma and guile to get what they want.
cats at my manor would do me such favors! Oh yes, a Should subterfuge fail them, the Grumsashen are not
cat for cleaning and laundry and cooking and dressing! above resorting to violence. Nothing is given freely
That would teach Lady Talloy what’s really exotic!” and everything is taken regardless of value; such are the
ways of the greedy, self-centered Grumsashen.
Rytial only chuckled at the intoxicated woman’s joking
at his expense and the purr in his voice became more Physical Description: The Grumsashen have a bizarre
evident as the woman began to sign her name to the yet exotic blend of Orc and Rakshasa characteristics.
documents he had laid out before her. They stand between five and seven feet tall, with
wiry, slender limbs and graceful builds. Females are
That’s right, you foolish mix-blood, sign away your noticeably lighter and shorter than males. Grumsashen
fortune, Rytial silently mused as his latest mark put reach puberty early in life but they have a long life span,
her signature to paper, thus entrusting him with all her almost double that of their Orc kin. Perhaps the most
financial affairs. Through his empty promises and subtle noticeable feature of a Grumsashen is their “reversible”
suggestions of making her considerable fortune even hands: their long, tapered fingers bend both ways and
larger, his plan had finally become reality. There was this makes them quite skilled at picking pockets. They
one last piece of the plan to play out; the one that would are also able to turn their wrists almost completely 360
give him the most satisfaction. His purr turned into a degrees. Their skin color ranges between a light red to
deep growl as his fanged maw clamped down upon the dark brown and black. They have cat-like eyes that are
willowy throat of the unsuspecting woman. always red and they have a second eyelid that closes
over their eyes when they are sleeping. Their features
The screams of the Half-Elf brought him more pleasure are a mixture of feline and Orcish traits, with sharp,
than any amount of coins could ever have. needle-like teeth, a pair of lower tusks, slightly pointed
ears, and coarse hair that grows heavy and bushy rathar
In the distant past, a kingdom of Orcs was enslaved than long and straight. Males tend to keep their faces
by the Rakshasa clan, Grumsash. Their leaders were clean shaven and their hair cropped short while the
slain and the Orcs were forced under the oppression of females wear their hair in elaborate braids. Grumsashen
their otherworldly masters for generations. One slave favor richly embroidered, many layered clothing that
among them, a descendant of a union between one of is crafted by the finest tailors and from the rarest of
the Orc priestesses and her lusty Rakshasa master, took materials, so that they may display their wealth and
it upon himself to free his people. With sword in hand, status to all of those around them. They favor clothing
he led the Orc slaves to a glorious revolt against the for its attractiveness rather than its functionality or
Rakshasa and drove them back to their home plane. durability.
But, their leader did not return the power to the Orcs
as he had originally promised and proclaimed himself Relations: Grumsashen view others as either potential
their new warlord. This tyrant then sought to establish marks or unworthy slaves. They rarely ally themselves
his family bloodline as a dynasty and bred with his with other peoples and even then, these “allies” are
slaves, producing a royal line of Rakshasa-blooded viewed as temporary, expendable and below the
Orcs. He called his family line the “Grumsashen” or Grumsashen in all matters. Grumsashen often possess
“Get of Grumsash” and soon his descendants went into slaves from the Goblinoid and Orcish races, although
the world to carve out kingdoms for themselves, be it by members of the more civilized races are commonly
honeyed words or bloodied blade. They still continue enslaved by the Grumsashen. Among themselves, there

18
McCoy & McCoy

are two castes: rulers and slaves. Those who hold power or angered. The Grumsashen have been experimenting
in Grumsashen society are both the most beguiling with creating their own unique language, which uses
and financially rich members of their society but these elements of Infernal and Orc while using the Dwarven
positions shift constantly, as more powerful and alphabet for writing and Elven for grammatical
opportunistic Grumsashen cheat, steal, or slay structure. So far, only a few scholars among the
their way to the top of society. Grumsashen have become skilled enough in this
language, dubbed Grumsashi, to actually hold
Alignment: The “all for me, none for you” conversations and it will be many years before
mentality of the Grumsashen leads many of they fully develop it into a working language.
them to be of neutral evil alignment while
there are a few who follow the path of Lands: The lands of the Grumsashen
lawful evil and take great satisfaction in are taken from other races by political
bending the rules of a society in their scheming or outright war. More than
favor while still maintaining the letter a few Human kingdoms and Dwarven
of the law. Chaotic evil Grumsashen clanholds have fallen to the thrall
are often the more socially inept armies of the Grumsashen and ended
ones; those who have fallen into a up becoming twisted mockeries of their
barbaric state of using their brute to former glories. Cities are the chosen
get what they want and to torment lands of the Grumsashen and they favor
others. Neutral Grumsashen are either urban environments that promote the
outcasts or ones who have been born separation of the rich from the poor, the
outside of Grumsashen society and tend weak from the powerful, and the slaves
to favor pure neutrality over law or chaos. from the rulers. In areas of the world
Goodly Grumsashen are exceedingly rare where civilization is sparse or too
in any form but even they possess a selfish well-defended, the Grumsashen favor
streak, although it pales in comparison with mountain caverns and other lands that
their darker-hearted kin. their Orc relatives tend to inhabit.

Religion: The Grumsashen rarely find Names: Grumsashen do not have


solace in worshipping any deity, unless it names until they are considered mature
will somehow empower them or give them enough to be called an adult and carve
wealth and respect. Those few Grumsashen out a niche in the world for themselves.
clerics that do exist are in it for the power Once a Grumsashen has gained his first
and control they exert over the masses of taste of power or a significant amount
their god’s worshippers, not for personal of riches, he then chooses his name
truth or enlightenment. It is not uncommon and that is the label that he will be
for a Grumsashen to worship the Orc known by for the rest of his days.
pantheon and rein over an entire tribe of Grumsashen names are often chosen
Orcs as their shaman, king and warlord. from the Infernal language and
The Grumsashen most commonly are more titles than actual names.
take to the worship of deities They favor adjectives and nouns
of corruption, deception, for names, such as “Enriched”
murder, tyranny, war, and or “Wealth”.
wealth.
Adventurers: If a
Language: Grumsashen favor the Grumsashen adventures, it
Infernal tongue to all other languages is undoubtedly tied to furthering their
and only learn Common and other own power or wealth. Whether they are a part
languages so that they might deceive other races and of a raiding party attempting to capture slaves or a
give commands to their slaves. To the Grumsashen, caravan of devious merchants seeking to turn a profit
language is something that can be used, just like people. on ill-gained goods, the Grumsashen put forth their
The Grumsashen speak with a slight purr in their voice natural charms and considerable strength to whatever
when they are pleased or attempting to seduce someone profession they choose. Sorcery comes naturally to the
while a deep growl is evident when they are displeased Grumsashen and many of the most powerful members

19
Children of the Planes

of their society are skilled sorcerers. They tend to favor • Favored Class (Sorcerer): A multiclass Grumsashen’s
enchantment and transmutation spells for their abilities sorcerer class does not count when determining whether
to mislead people and change the properties of reality she takes an experience point penalty for multiclassing.
to their whim. Bards are another common class choice • Level Adjustment +1.
for the grumsashen, who find the bard’s talents to be
perfect in their conquest for more wealth and status. Rytial Syn, “The Scarlet Rake”:
Fighters, rangers, and rogues are good choices for those The city of July is a web of intrigue and deception in
Grumsashen who seek to engage in thuggish activities which even the most skilled of liars and politicians
or develop their martial skills. Barbarians are a prime can become entangled. This is not the case for the
choice for those Grumsashen who are outcast, raised gentleman and debutante Rytial Syn, the latest dandy
amongst their Orc relatives, or favor a more brutish to win the hearts of the ladies of July. But, beneath his
way of getting what they want. Clerics and druids are honeyed words and handsome physique lurks a darker
uncommon, save for those devout Grumsashen who see being, the Grumsashen killer known as “The Scarlet
the worship of the gods as a quick way to power, while Rake”.
wizardly studies are seen as taking too much time away
from scheming. Monks and paladins are unheard of. Rytial Syn came to the city of July to perfect his art:
killing noble women, both young and old, after seducing
GRUMSASHEN RACIAL TRAITS: them into freely relinquishing their wealth to him.
With his natural talents for seduction and his sorcerous
• +2 Strength, +2 Charisma: Strong in both personality powers, he has been able to claim the fortunes of no
and muscle, the Grumsashen are clever deceivers and fewer than a half dozen families of July. From each
have the physical prowess to get what they want should of his victims, he collects a trinket, a trophy of his
their charms fail them. conquest, usually in the form of a brooch or some other
• Medium: As Medium creatures, Grumsashen have no piece of jewelry. Rytial Syn has now set his sights upon
special bonuses or penalties due to their size. the Queen of July and, with the King on his death bed, it
• Grumsashen base land speed is 30 feet. will not be too long until he insinuates himself into the
• +1 natural armor bonus. royal bed chamber…and then the throne itself.
• +2 racial bonus on all Bluff, Open Lock, and Sleight of
Hand checks.
• Darkvision: A Grumsashen can see in the dark up
to 60 feet. Darkvision is black and white only, but it
is otherwise like normal sight, and a Grumsashen can
function just fine with no light at all.
• Bite attack: Grumsashen have a bite attack that deals
1d4 damage.
• Orc Blood: For all effects related to race, a
Grumsashen is considered an Orc.
• Trace Blood (Rakshasa): When it comes to effects
related to race, a Grumsashen has a 50% chance of being
considered a member of their parent outsider race. If
they fail the percentage roll, they still receive a +4 racial
bonus on all future Use Magic Device rolls when it
comes to using a magical item that has an outsider race
requirement. The character also is considered a member
of his parents’ outsider race when it comes to prestige
class racial requirements.
• Native Outsider: A Grumsashen is a native outsider.
• Spell-Like Abilities: A Grumsashen with a Charisma
score of at least 10 also has the following spell-like
abilities: 1/day—detect thoughts. Caster level 1st; save
DC 10 + the Grumsashen’s Cha modifier + spell level.
• Automatic Languages: Common, Infernal, Orc. Bonus
Languages: Abyssal, Celestial, Draconic, Dwarven,
Elven, Giant, and Goblin.

20
McCoy & McCoy

Rytial Syn CR 6 Vasco, Weasel Familiar CR 1


Male Grumsashen sorcerer 5 N Tiny Animal
NE Medium Outsider (native) Init +2; Senses Scent; Listen +2, Spot +3
Init: +1 Senses Darkvision (60 ft.), Listen +2, Spot +2 Languages empathic link, speak with master
Languages Abyssal, Common, Draconic, Elven,
Infernal, Orc AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3
natural)
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 hp 10 (5d8 HD)
deflection) Fort +2, Ref +4, Will +4
hp 21 (5d4+5 HD)
DR 5/good and piercing (1 hour/day) w/ Rakshasa Speed 20 ft. (4 squares), 20 ft. climb (4 squares)
Fortitude feat Melee bite +4 (1d3-4)
Fort +2, Ref +3, Will +4 Space 2 1/2 ft.; Reach 0 ft.
Base Atk +2; Grp -12
Speed 30 ft. (6 squares) Special Action Attach
Melee +1 dagger +5 (1d4+3, 19-20)
Melee bite +4 (1d4+2) Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Ranged +1 dagger +4 (1d4+3, 19-20) SQ attach, improved evasion, share saving throws, share
Base Atk +2 Grp +4 spells, deliver touch spells, speak with master
Special Actions Bite 1d4 Feats Agile, Weapon Finesse
Sorcerer Spells Known (CL 5th) Skills See master’s.
2nd (5/day) – alter self, cat’s grace
1st (7/day) – alarm, charm person (DC 15), Attach (Ex): If Vasco hits with a bite attack, he uses
magic weapon, ray of enfeeblement (DC 15) his powerful jaws to latch onto the opponent’s body and
0 (6/day) – acid splash (DC 14), daze (DC 14), automatically deals bite damage each round he remains
detect magic, mage hand, mending, read magic attached. Vasco, while attached, loses his Dexterity
Spell-Like Abilities (CL 5th) bonus to Armor Class and has an AC of 14. While
detect thoughts 1/day (DC 16) attached Vasco can be struck with a weapon or grappled.
To remove an attached creature through grappling, the
Abilities Str 14, Dex 12, Con 12, Int 17, Wis 11, Cha 16 opponent must achieve a pin against the creature.
(18 w/ cloak)
SQ familiar, darkvision 60 ft. Orc blood, trace blood
(Rakshasa)
Feats Alertness (Familiar), Craft Wondrous Item, Skill
Focus (Bluff), Rakshasa Fortitude
Skills Bluff +11 (+12), Climb +6, Concentration +9,
Diplomacy +5 (+6), Hide +3, Knowledge
(Geography) +4, Knowledge (Local) +5,
Knowledge (Nobility and Royalty) +6,
Knowledge (The Planes) +6, Listen +2, Move
Silently +1, Sleight of Hand +4, Spellcraft +11,
Spot +2, Use Magic Device +6 (+7)
Possessions Cloak of Charisma +2, +1 dagger, +1
ring of protection, spell component pouch, collection of
ladies’ pins and brooches, various disguises, 140 gp

21
Children of the Planes

Korali
(Elf/Succubus)

Rudre smoothed away the dust of the southern roads mythical creation. Throughout time, incubi or succubi
from her clothes as she stood before her doorway. She took shadowy forms in which they would infiltrate
held her hand over the jeweler’s box in her pocket as she Elven villages by night to make sinful suggestions to
knocked on the door of her home. trancing Elves. After years of nightly suggestions,
some Elves would succumb to the demonic proposals.
The man answering met her eyes, froze, then nearly Other folklore states that Elves that sleep rather than
knocked her to the ground. “My love, you’re home!” trance will have Korali children, born from the stolen
he exclaimed as he embraced her. His Human blood dreams and given life by demonic creatures that live in
endowed him with a strong grip, but only the Elf in him nightmares. Regardless of their origin, the sadistic and
would permit an adult male to weep with joy in the street seductive creatures known as the Korali exist and seek
as he did. “Come in!” he said, wiping his face on his out nothing short of making the world bow at their feet.
sleeve, “I have lunch ready.”
Personality: To the Korali, intelligent creatures are
The table had been set for one. The broth looked thin. emotional puzzles. Korali enjoy discovering what
Perhaps she had been away too long? Times must have manipulations evoke which reactions. Young Korali
become thin. Or had love-sickness for his distant wife may display radical mood shifts and judge the reactions
settled in his stomach? of those around them. Tripping is a favorite test of
others. Will the subject become angry, forgiving,
“Dear, I brought this for you,” she cooed as she apologetic, or aggressive? This type of behavior is
produced the box with a flourish. refined as the Korali becomes older, more socially adept,
and they often move onto more complex scenarios with
His wet eyes glistened with surprise. “Is it real ivory? occasionally fatal consequences. The Korali detest
And gold?” being alone or ignored, and they go to great, varied and
sometimes violent lengths to alleviate the boredom that
“The best I could find in all the east. Let me put it on they constantly experience. The crafting of items does
you.” not enter into the Korali lifestyle unless they feel that the
item’s potential artistic or emotional response warrants
He turned like a cog and she encircled the false-gold the time.
and horse-tooth necklace around his neck. She sat at
the table as he admired the craftsmanship. Physical Description: Korali stand taller than most
Elves, between five and six feet tall, and have slim,
As she took a sip of milk, he yelped slightly, like a shapely bodies. Males tend to be slightly heavier and
pinched dog, as his “gift” closed around his throat, taller than females but both sexes tower over their
strangling the life from him. His face pinked, then Elven kin. The Korali have Elven skin tones, ranging
reddened. He gasped once, twice, “Ru… Ru…” She from pale tinged with silver to bronze to a dark, woody
chewed on the loaf of bread as he fell to the floor. brown, depending upon the race of Elf from which the
She swallowed when she was satisfied that he was Korali is descended. A Korali’s features are angular and
unconscious. handsome like an Elf’s and their large, almond shaped
eyes are green or blue in color, with the occasional red,
Kneeling down, she gently removed the cursed necklace gold, or purple. They have no body hair, similar to
and kissed him. She could feel his pulse and breath an Elf, and their hair is fine and supple, with the same
weakly on his lips, once, twice, three times. Satisfied coloration as their Elven relations with the addition of
that he lived, she returned to lunch. Sipping the watery a rare purple or lilac. The Korali are highly aware of
broth, she wondered. Would he be angry with her? their comely appearance and spend most of their time
Afraid? Confused? What went on under those closed giving attention to it. They enjoy changing their look
eyes? and may make an extreme, yet temporary, change, such
as using bright hair dyes, shaving their heads, wearing
The name Korali is derived from a shortening of the all white clothing, or dressing in almost nothing at all.
full Elven moniker, “Ath’Korali”, which means “born Some Korali have a secret shame; stunted fleshy nubs
of or from the black shadow,” which speaks to their that, on an actual demon, would have developed into

22
McCoy & McCoy

wings, horns, or a tail. These bony, fleshy nubs serve reactions and worship is just another tool to the Korali
no purpose but are a cause of great irritation to the to use in their quest to gauge the reactions of others.
otherwise beautiful Korali. Those Korali that take to becoming clerics find the
speak with dead spell to be a wonderful addition to their
Relations: The emotions of others are great playthings “pranking”, as it allows them to commit horrific, fatal
to the Korali. This interest is born from their great acts and ask the now-dead recipient how it made them
secret: all a Korali’s emotions, vanity, curiosity, feel. Those deities that promote chaos, lies, and
greed, lust, and happiness, are born from a manipulation are the prime choices for a Korali
hunger for life energy. Unable to naturally who actually seeks to worship a god.
drain life, Korali are filled from birth with
the urge to prey on others…but for what Language: The Korali see language as a
is unanswered. Should a Korali develop useful tool in their manipulations and often
a means of absorbing energy, by either learn the vulgar phrases of other
magical or supernatural methods, the Korali languages so that they may continue
will quickly take advantage of this instinctual to insult other races in their own
rush. They live for social interaction and will tongues. Speaking Elven and
do anything to get a response. Though they Common is one thing but
take little pleasure from violence, Korali learning the Abyssal tongue and
richly savor how others react to threats and using it freely in public gains
intimidation. Individuals who react to the quite the reaction. Speaking
same manipulation in the same way every Celestial brings a different
time quickly bore them. The more varied an reaction than using the Infernal
individual’s behavior is, the more attractive a tongue, especially in situations
Korali finds them. like a formal worship service, and the
Korali take to learning all sorts of
Alignment: Enjoying the sowing of confusion languages just to get reactions out of
and showing utter contempt for the laws of society, people by using them at inappropriate
Korali are always chaotic. The vast majority times.
of Korali are entirely self-serving, free-willed
individuals who seek to push the limits of the law, Lands: Korali move often,
and are thusly chaotic neutral. Few develop a sometimes not by choice. They
taste for outrightly destructive or violent acts, prefer large cities with many
such as murder, but, in the unending desire to peoples, and the more diverse
push limits and test others, Korali can become the population, the better.
evil, especially if exposed to the addictive However, gaining the attention
ability to drain life from sentient creatures. of an untried hamlet can be a
Rarely does one acknowledge or respect great source of research and
others enough to become entirely altruistic or entertainment for the malicious
good aligned. Korali. They do not appreciate
the wild lands as many Elves
Religion: Blasphemy against the gods do and will seek out an urban
is just another game to the Korali. They environment, regardless of size,
scoff at deities that prescribe a set of when they are “forced” to travel
morals and enjoy corrupting the on from their current home.
dogma of the gods into subjective
and often insulting mockeries…all Names: The Korali are
done, of course, right in front of the rarely known by just one
gods’ most devoted followers. Unless a name, for they enjoy
deity plays the Korali’s changing their names as
manipulation game, often as they change their
they show no true looks. A vulgar name
interest. However, in the Common
shows of piety tongue or some
can warrant intriguing obscure and exotic

23
Children of the Planes

moniker warrant very different reactions, so name • Trace Blood (Demon): When it comes to effects related
changing is a common tool that the Korali utilize to sow to race, a Korali has a 50% chance of being considered
chaos and judge the reactions of those around them. a member of their parent outsider race. If they fail the
They draw their names from any languages that they percentage roll, they still receive a +4 racial bonus on all
know or simply make one up, taking whatever works future Use Magic Device rolls when it comes to using a
well at the moment or strikes their fancy. A few Korali magical item that has an outsider race requirement The
spend days, even months, searching for the “perfect” character also is considered a member of his parents’
name for an upcoming conquest and it becomes outsider race when it comes to prestige class racial
something of an art form in itself for them. requirements.
• Native Outsider: A Korali is a native outsider.
Adventurers: The Korali adventurer is most often • Spell-Like Abilities: A Korali with a Charisma score
a traveling sorcerer or bard, seeking out a city to call of at least 10 also has the following spell-like abilities:
their new, albeit temporary, home. A Korali that falls 1/day—suggestion. Caster level 1st; save DC 10 + the
in with a group of adventurers is often traveling to see Korali’s Cha modifier + spell level.
the world and gauge how monsters and other creatures • Automatic Languages: Abyssal, Common, Elven.
react to violence, magic, and the very presence of the Bonus Languages: Celestial, Draconic, Infernal, Gnome,
adventurers. The art of sorcery and bardcraft comes Orc, and Sylvan.
naturally to the Korali so they excel as both bards and • Favored Class (Sorcerer): A multiclass Korali’s
sorcerers. They favor the Enchantment and Evocation sorcerer class does not count when determining whether
schools of magic for their sometimes subtle, sometimes she takes an experience point penalty for multiclassing.
obvious effects. Some Korali take to being wizards but • Level Adjustment +1.
they find the path of the sorcerer more rewarding and
“easier”. Korali rogues are expert manipulators and Rudre, The Sadistic Voyeur:
thieves, using their talents to trick others and rob people For Rudre, how people react to tragedy has always
of their possessions, more to see their reactions in the been the ultimate question. She has always liked to
morning than for the actual wealth itself. Korali fighters watch deeds of misfortune befall people, just so she
often fight with finesse, using rapiers and daggers can experience their reaction, and test their limits while
over greatswords. Clerics are uncommon, save for the pushing her own expectations of what they might do.
Korali who finds companionship in a deity of chaos. She is a sadistic voyeur, one who delights in nothing
Barbarians, druids, and rangers are rare as most Korali more than the pain and suffering her actions cause.
have no connection to nature whatsoever. Paladins and
monks, with their lawful alignment restrictions, have But, for all of Rudre’s demonic passions, she has never
never appealed to the chaotic Korali and probably never taken a life and she does not enjoy killing. “If your
will. plaything is dead, you can’t play with it anymore” has
been her attitude towards needless death and she has yet
KORALI RACIAL TRAITS: to slip on her narrowly walked path of dark mischief.
One misstep could lead to Rudre’s downfall and even
• -2 Constitution, +2 Intelligence, +4 Charisma: Korali she admits it’s probably just a matter of time. To her,
are quite seductive and possess keen intellect, yet still though, it is very fascinating to think about what the
suffer from the frailty of their Elven blood. world’s reaction would be to her fall.
• Medium: As Medium creatures, Korali have no special
bonuses or penalties due to their size.
• Korali base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects.
• +4 racial bonus on all savings throws versus poison
and Enchantment spells and effects.
• +1 racial bonus on all Bluff, Listen Search, and Spot
checks.
• Darkvision: A Korali can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and a Korali can function just fine
with no light at all.
• Elven Blood: For all effects related to race, a Korali is
considered an Elf.

24
McCoy & McCoy

Rudre CR 7
Female Korali bard 1/rogue 5
CN Medium Outsider (native)
Init: +3 Senses Darkvision (60 ft.), Listen +4, Spot +5
Languages Abyssal, Common, Elven, Infernal, Goblin

AC 16, touch 13, flat-footed 13 (+3 Dex, +2 Splint


armor, +1 deflection)
hp 23 (6d6 HD)
Immune sleep
Resist evasion, trap sense +1, +4 vs. poison and
enchantment spells and effects
Fort +2, Ref +9 Will +3

Speed 30 ft. (6 squares)


Melee rapier +3 (1d8, 18-20)
Melee dagger +3 (1d4, 19-20)
Ranged dagger +6 (1d4, 19-20)
Base Atk +3 Grp +3
Special Actions combat reflexes, sneak attack +3d6
Bard Spells Known (CL 1st)
0 (2/day) – daze (DC 14), detect magic
Spell-Like Abilities (CL 6th)
suggestion 1/day (DC 15)

Abilities Str 11, Dex 16, Con 10, Int 12, Wis 10, Cha 18
SQ bardic knowledge, bardic music 1/day (countersong,
fascinate, inspire courage), evasion, trapfinding, trap
sense +1, uncanny dodge, lowlight vision, darkvision
60 ft., elven blood, trace blood (demon)
Feats Combat Reflexes, Dodge, Run
Skills Bluff +14, Climb +6, Disguise +7, Forgery +5,
Hide +3, Knowledge (arcana) +5, Listen +4,
Move Silently +11, Perform (Dancing) +7,
Perform (Sing) +5, Perform (String Instruments)
+8, Search +6, Sense Motive +8, Spot +5
Possessions dagger, rapier, leather armor, +1 ring of
protection, necklace of strangulation, 10 gp.

25
Children of the Planes

Leonork
(Orc/Leonal)

“I am Sr’Vir of the Heaven’s Glory Tribe! I was at her shortly after her creation. Upon leaving, she
the Battle of St. Unthir, when your tribe fell upon our wandered into the celestial realms of the Leonals and
silvered spears. It was my sword and claws that made was welcomed by the celestials and given a realm to call
your brothers beg for mercy at the Halls of Valor! I her own. There, with the blessing of the Leonals, she
delivered the blow that ended the reign of your cowardly created a race in the image of the Orc but with the spirit
father and saved the town of Riverbrook from his of a Leonal and named them “Leonorks”. The Leonorks
pathetic hoards! With this blade I have spilled the blood came to live much like their Orcish relatives but with
of thousands of your evil kind, and I swear that you will benevolence and celestial ideals. Eons have passed
die this day by my hand for the glory of my tribe and all since their creation and the tribes of the Leonorks have
that is good in this world!” found their way to many planes. Here, in the Material
Plane, they have joined together with the goodly races
The proclamation of the Leonork leader filled the ears in a war upon the Orc and Goblinoid races, an endless
of the approaching werewolves and they hesitated for crusade to destroy all evil from the world.
a moment as their pack leader faltered in his
stride. His blood-red eyes widened in Personality: Pride and a personal code of honor are
terror as he reached the crest of the hill the meat and drink of a Leonork’s being and anyone
and saw the legion of the Heaven’s who offends such sentiments usually meets a
Glory tribe charging down upon them bloody end if evil lies in their hearts. Proud and
with silvered swords and spears that boastful of their accomplishments, the Leonork
glistened in the morning sun. are a people bred upon the principles
of their Leonal ancestors and live
His howl of fear was drowned for the thrill of the hunt and the
out as the Leonorks’ cries satisfaction of destroying the evil
of battle fury and victory of the world. Little else matters
sounded across the battlefield to them. Many who have meet
and the two forces clashed a Leonork have described
in a cacophony of steel and them as fierce, competitive,
shouts. and stubborn in all matters of
life. The Leonork, with a mighty
Sr’Vir’s oath was fulfilled laugh and potent slap on the back,
that day. is sure to agree.

Unlike many of the other Physical Description: Tall and


planetouched races, the Leonork muscular, a Leonork stands between
tribes are not originally from the five and a half and seven feet tall.
Material Plane. They first came Males are slightly taller and heavier
into existence eons ago when a than females but both sexes are
rogue Orc deity, whose name heavily muscled and have corded
has been lost to the mists of arms and legs that are lightly
history and time, was outcast covered with tawny colored
from the Orc pantheon for hair. Leonorks have a
being “too softhearted”. grayish skin tone and their
She was created from the hair grows thick with
calls of fallen Orc a “fur-like” texture.
warriors, who Males tend to grow
wished for a quick, their hair long and
merciful death on full, akin to a
the battlefield but lion’s mane, with
the head of the Orc a full beard, while
pantheon banished females keep their

26
McCoy & McCoy

hair cut short and close to their low-set ears. Leonork of Human and Half-Orc deities. They often follow gods
hair ranges in color from light yellow to dark brown. of conflict, fury, nature, rangers, survival, and war. A
Leonork features are mostly Orcish in appearance, save few Leonorks are so prideful that they refuse to worship
for the absence of lower tusks, and they have cat-like a deity, seeing such beings as “beneath their notice”.
eyes that are either green or yellow. Leonorks have Needless to say, these Leonorks are young, foolish, and
overgrown canine teeth and sharp, talon-like claws on very likely to live a short, brutal, albeit glorious, life.
both their hands and feet. Piercing and tribal tattooing
is common among Leonork society and most wear little Language: Leonorks rarely take the time to converse
clothing, save for some sort of armor as battle is never with other races, for they are constantly waging war
far away for the crusading Leonork. against the vile forces of the evil monstrous races
from which they were spawned. A Leonork’s voice
Relations: Those that would ally with the Leonorks is booming and filled with the righteous fury of the
in their crusade against the evils of the world find them Leonal, becoming akin to a roar when the Leonork
to be steadfast yet reckless allies who would impale is shouting orders or calling forth a challenge to his
themselves upon the spears of their enemies if it meant enemies. Language is nothing more than a way to taunt
taking a few more with them. Elves and Dwarves have one’s enemies or give rallying cries to one’s allies to a
a hard time looking past the Leonork’s Orc blood and Leonork, and they learn only what they need to continue
often view them with suspicion, yet even they cannot their holy crusade against the darkness of the world.
doubt the efficiency of a Leonork in battle. Other
goodly races find their endless amounts of boasting and Lands: Leonorks live in tribes, much like their Orcish
prideful ways to be exhausting, but many will gladly kin, but tend to settle in forests and valleys, as opposed
fight alongside the Leonork for they have goodness in to mountains and subterranean lairs. While they settle
their hearts and wield a wickedly sharp blade against in areas that are populated with Elves and other forest
evil. Half-Orcs, in particular, are fond of Leonorks and dwellers, Leonorks do their best to either ally with or
are often adopted in Leonork tribes if they can match isolate themselves from their neighbors, as they know
their fury and righteousness. Orcs and Goblinoids are that their presence is being sorely tolerated by the fairer
the natural enemies of the Leonorks and it would take races. Leonorks are semi-nomadic and often journey
an exceptionally goodhearted and persistent member south to warmer lands during the winter and roam
of these races to win the heart and trust of a Leonork. in “prides” when they are adventuring or migrating.
Most, however, don’t get the chance as the Leonorks Solitary Leonorks, often those who have been outcast
are prone to swing first and ask intentions later when it from their tribe or otherwise wish to be alone, will settle
concerns these races. in small hamlets or abandoned glades. Few Leonorks
will live in any sort of large city.
Alignment: The heart of the Leonork is chaotic due to
their Orcish blood but it is tempered by the fiery pride Names: Leonorks take their names from the Sylvan
and celestial fury of the Leonal. Most young Leonorks language and avoid Orcish names as much as they can.
are chaotic good, for the rage of their celestial blood Their names consist of two parts; one name that is a title
drives them to the forefront of the battle with evil and or prophecy of greatness (or rarely, shame) that is given
they are often barbarians. Older Leonorks are usually by the tribal elder or shaman and one name that is the
neutral good, for the fury has cooled in them but they common name that the Leonork is called outside of their
still fight for the cause of good, although a bit more tribe. The name of the tribe is often taken in the place
mindful of those around them. The occasional Leonork of a surname and, as the Leonork’s list of deeds grows,
paladin, while lawful, has a reckless streak, for the blood so does their roster of conquests that they proudly
of his Leonal and Orc ancestors refuses to be quelled recite when challenging an opponent or introducing
completely and drives him to sometimes bend, but not themselves to fellow warriors.
break, the law. Neutral or evil aligned Leonorks are
rare, as their society drives them to embrace the cause of Adventurers: The adventuring Leonork is often a
good and not fall to the evils of their Orc relations. ranger or barbarian who is hunting with his fellow
Leonorks or on a crusade against a region’s Orc or
Religion: Religion is viewed with the same pride and Goblin population with like-minded hunters and
boasting as most things in Leonork society and they adventurers. Barbarians, fighters, paladins, and rangers
loudly proclaim their dedication to a deity and their are the most common class choices for the Leonork and
chosen god’s deeds and accomplishments. Leonorks do their considerable strength serves them well in these
not venerate the Orc pantheon and turn to the worship professions. Leonork rangers focus on eradicating

27
Children of the Planes

their natural enemies: Orcs and Goblinoids. The Sr’Vir, Leonork Vindicator:
rare Leonork monk is a focused engine of unarmed Like his father before him, Sr’Vir commands the
destruction, capable of dealing blows that would shatter Heaven’s Glory tribe and it is with honor that he took
stone and Goblins alike. Clerics and druids are the upon the mantle of warchief during the werewolves’
primary caster choices for the Leonork and many of invasion into his ancestral lands. With silver-bladed
the tribe’s elders are from these classes. Bards are an greatsword in hand, Sr’Vir has led his tribe to victory
uncommon yet likely choice for the boastful Leonork after victory over the hordes of the Moonstruck
and every tribe has a bard who serves as their diplomat, lycanthropes, smashing their ranks with his Leonork
herald, and chronicler. Rogues, sorcerers, and wizards warriors and freeing their people from the shapeshifter
are rare choices for the martially inclined and dogmatic scourge.
Leonorks.
The future burns bright for the proud and honorable
LEONORK RACIAL TRAITS: warchief. His destiny is at hand as the last of the
werewolves are put to the sword and his glory is sung
• +4 Strength: A Leonork’s titanic strength serves him both to the heavens and his Leonal ancestors. Sr’Vir
well in his fight against evil and is born from both his will reclaim what is his peoples lost or die gloriously in
Orc and Leonal ancestors. the attempt.
• Medium: As Medium creatures, Leonork have no
special bonuses or penalties due to their size. Sr’Vir CR 8
• Leonork base land speed is 40 feet. Male Leonork barbarian 7
• Electricity resistance 5. CG Medium Outsider (native)
• +2 racial bonus on all Survival checks. Init: +1 Senses Darkvision (60 ft.), Listen +3, Spot +3
• Darkvision: A Leonork can see in the dark up to Languages Celestial, Common, Sylvan, Orc
60 feet. Darkvision is black and white only, but it is
otherwise like normal sight, and a Leonork can function AC 22, touch 14, flat-footed 21 (+1 Dex, +10 full plate,
just fine with no light at all. +1 deflection)
• Claw attack: Leonork have a claw attack that deals 1d4 hp 74 (7d12+28 HD)
damage. DR 1/-
• Roar of Fury (Su): Once per day, a Leonork can roar, Resist trap sense +2, electricity resistance 5
releasing a 30-foot cone that deals 1d4 points of sonic Fort +10, Ref +4, Will +6
damage. This damage increases by an additional 1d4
every four character levels. (Fortitude save DC 10 + ½ Speed 40 ft. (8 squares)
character level + CHA modifier for half damage). The Melee +2 silvered greatsword +14/+9 (2d6+10, 19-20)
save DC is Charisma-based. Melee 2 claws +12/+7 (1d4+5)
• Orc Blood: For all effects related to race, a Leonork is Melee dagger +12/+7 (1d4+5, 19-20)
considered an Orc. Ranged javelin +8/+3 (1d6+5)
• Trace Blood (Leonal): When it comes to effects related Base Atk +7/+2 Grp +12
to race, a Leonork has a 50% chance of being considered Special Actions Cleave, Great Cleave, Power Attack,
a member of their parent outsider race. If they fail the rage 2/day, roar of fury (2d4, DC 15 for
percentage roll, they still receive a +4 racial bonus on all half)
future Use Magic Device rolls when it comes to using a
magical item that has an outsider race requirement The Abilities Str 20, Dex 12, Con 18, Int 11, Wis 13, Cha 14
character also is considered a member of his parents’ SQ fast movement, improved uncanny dodge,
outsider race when it comes to prestige class racial darkvision 60ft., Orc blood, trace blood (Leonal)
requirements. Feats Cleave, Great Cleave, Power Attack
• Native Outsider: A Leonork is a native outsider. Skills Gather Information +6, Handle Animal +11, Hide
• Automatic Languages: Common, Sylvan, Orc. Bonus +1, Intimidate +10, Jump +9, Knowledge (the
Languages: Abyssal, Celestial, Elven, Giant, Gnoll, planes) +5, Knowledge (religion) +3, Listen +3,
Gnome, and Goblin. Move Silently +1, Spot +3, Survival +6, Swim +7,
• Favored Class (Ranger): A multiclass Leonork ‘s Tumble +3
ranger class does not count when determining whether Possessions +2 full plate, +2 silvered greatsword, +1
she takes an experience point penalty for multiclassing. ring of protection, +1 cloak of resistance, 5 javelins,
• Level Adjustment +1: Leonork are slightly more dagger, holy symbol, 100 gp ruby
powerful than other races and thus gain levels slower.

28
McCoy & McCoy

Lurkin
(Halfling/Lantern Archon)

Dizzen wiped the flour from her hands on her flower- they were many. Lura knew what she must do. To each
embroidered apron and breathed in the smell of baking community, she gave a piece of her essence until all
scones with a sense of accomplishment. The faint of the Halflings in the newly forged world had light to
voices of her grandchildren playing in the nearby glade, warm them and guide them in the darkness. But, Lura
just outside her burrow, brought a gentle smile to her was too weak to stay in the world and she could not
wrinkled face. She knew that the waft of sweet baked fulfill the other part of her mission: to gift the Halflings
goods would soon entice them, squealing with delight with the wisdom of the gods. So, the lantern archon gave
and anticipation, into her messy kitchen. She chuckled her very spirit to the elders of each Halfling community
tenderly as she imagined their muddy hands tugging and they, in turn, became wise beyond their years and
at her apron and dress, eyes pleading for grumbling led the Halfling people to new glories. For Lura’s
stomachs and watering mouths to be appeased by their selfless sacrifice, these new celestial-touched Halflings
grandmother’s famous scones. She turned her thoughts took to calling themselves the “Lurkin” or the “Blessed
away for a moment and looked back at the doorway, Kin of Lura”. To this day, those born with the blood
where the shadowy figure of another of her kin stood, of Lura are blessed with her wisdom and inner light,
waiting patiently for her. guiding their Halfling kin with the same purpose and
determination as their celestial ancestor.
“You wish for me to speak about times past, don’t you,
Calis? You want to know why we pray to gods that you Personality: Cheery, insightful, and endowed with a
can’t see. You want to find rational thought inside of great deal of common sense, the Lurkin are a people
belief,” she said to the tawny-skinned Halfling. who believe in living for family, respecting the natural
wonders of the world, and tending to the needs of others
Calis began to speak but she cut him off with a before their own. They are the wizened cousins of
raised hand. “Faith is something you can’t think and Halflings and are more than happy to give advice to any
rationalize. It is something you feel and believe in. who asks it of them. Much like their Halfling kin, the
That is why you fail to channel the simplest healing Lurkin are very family-oriented and spend many hours
spell. You have yet to find your belief but, when you do, doing whatever they can for each other. There is an old
imagine the miracles you will be able to perform!” Halfling saying that states, “If doubt clouds your heart or
your judgment, call upon the radiant council of a Lurkin
Calis only nodded and headed toward the door, to illuminate the right decision”.
turning back just in time to see Dizzen, his aunt and
the hierophant of his small community, get overtaken Physical Description: Lurkin stand between three
by a merry cloud of Halfling and Lurkin children, all and three and a half feet tall, weighing as much as their
clamoring for her scones and affection. Halfling relatives, with males being slightly taller and
heavier than females. Their arms and legs are slender
It was in that moment that he found the belief he had and graceful, almost Elven. They have a slightly ruddy
been searching for. complexion and their skin literally glows with a soft
white light when they are excited or happy. Lurkin
Eons ago, in the mythical past when the gods created features are very similar to a Halfling’s, save for very
the worlds and their chosen races, the Halfling deities rosy cheeks and large, expressive eyes that continuously
found themselves besieged by the cries of their faithful. glow a faint white. Hair, in both sexes, is very fine
They wanted light, as the world was still dark and their and curly, ranging in color from snow white to a sandy
wandering kinfolk were lost without the guidance of the brown. Men often grow long mustaches and sideburns
gods’ warming light. The Halfling gods called upon all while women let their hair grow long and in thick waves
of the celestials in their service and chose the brightest of curls. Lurkin favor clothes that are crafted out of
among them, not only in light but in heart and spirit as natural materials, such as cotton and muslin, that are
well. The one chosen was a lantern archon named Lura. dyed in deep, rich earth tones.
With her holy duty given to her, she went before the
Halfling people and gifted them with her light. As more Relations: Lurkin are somewhat secluded from most
and more came before her, she found that she could not other races, save their Halfling kin, as they favor
light the way for them all, since she was only one and Halfling lands or solitary glades. Halflings look to their

29
Children of the Planes

Lurkin kin for advice and wisdom and the Lurkin turn to amongst themselves and anyone else who understands
their Halfling family for love, support, and good times. them. Common and other languages are learned in order
Any who share the Lurkin’s love of nature will gain a to speak with the other races that they encounter during
new friend quickly and a boon companion for life. The their travels.
wandering Lurkin who succumb to the wanderlust of
their Halfling relations get along beautifully with those Lands: Halfling communities and secluded valleys and
fellow, goodhearted folk that they meet in their travels. glades are the preferred lands of the Lurkin. They live
The good-natured and patient Lurkin is welcomed among their Halfling relatives in whatever lands they
in many lands, be they Dwarven, Elven, Gnome, or have settled but often take to wandering nearby forests
Human. for long periods of time. Lurkin druids and rangers
often seek a quiet, natural place to call their own or
Alignment: Most Lurkin are neutral good in alignment, set out to join a druidic circle. Those traveling Lurkin
reflecting their kind natures and willingness to find comfort on the road and can be found staying
accept life as it comes to them. Some Lurkin feel outside, enjoying the canopy of stars above their
the lawful call of their celestial blood and are heads, while their party mates are content to
lawful good in alignment, while the rare few sleep inside an inn. Wherever a Lurkin’s
lawful neutral Lurkins take to following the feet may take them, they will stay as close to
laws of their home very seriously. Purely nature as they can.
neutral Lurkins are often elder druids who
have seen the ebb and flow of nature enough Names: Lurkin names are often Celestial
to know that a cosmic balance is at work and in origin and are translated into Halfling and
they must strive to maintain it so that nature can Common for those who cannot understand the
prosper. Chaotic Lurkins are uncommon and tongue of angels. It is common practice
evil is one force that rarely pierces the kind for the reigning Halfling or Lurkin
hearts of the peaceful Lurkin. hierophant of the local druid’s
circle to gift a child with his first
Religion: Lurkin have a strong name, his parents then give him a
druidic tradition and they primarily second name, and the leaders of
revere Halfling deities of agriculture the community give him a
and nature. Some Lurkins take to third, and final, name. The
the worship of other Halfling family surname or the
deities or the more popular name of the community is
Human deities of the elements then taken as a sign of belonging
and natural forces. The Lurkin, as a whole, and acceptance into said family
are a deeply pious people, but they worship or township. Adventuring Lurkins
privately and faith is something of a personal usually go by just a single name, often
affair for them, much like their Halfling the one their parents gifted them with,
relations. Many Lurkin clerics and druids and will only tell their other names to
are wandering bastions of faith, working those that they come to trust.
to deliver the wonders and worship of
their deities through action rather than Adventurers: The wandering
preaching. Lurkin druid is the quintessential
Lurkin adventurer. Setting out
Language: Lurkin voices are from his homeland, the Lurkin
very sing-song, sounding like a adventurer is seeking out
diminutive celestial chorus. They his own niche in the world
speak slowly and deliberately, and has given in wholly to
never in a tone of anger, and freely the wanderlust that affects
mixing words in both Celestial and his Halfling kin. Lurkin make
Halfling. The tongue of the angels ideal druids, as their connection
is usually reserved for speaking to nature gifts them with natural
with religious leaders, celestial wisdom and insight. Lurkin
allies, or singing, while Halfling clerics are common and they are
is the everyday language they use often exceptionally blessed by

30
McCoy & McCoy

their deity. The more lawfully inclined Lurkin are often • Level Adjustment +1: Lurkin are slightly more
monks or paladins, relying more on stealth and wisdom powerful than other races and thus gain levels slower.
than brute force. Rangers and rogues are uncommon
class choices but the Lurkin’s dexterity helps those who Dizzen Celeste, the Druidess Mother:
walk these paths to excel. Bards, sorcerers, and wizards Cook, druid, and “Great Mother”, Dizzen has always
are rare but not unknown. There has only been one case lived in her Halfling community as far as anyone can
of a Lurkin barbarian and her name is feared among her remember. She is the one who gives a kind word
people, for some whisper that she sold her soul to fiends of wisdom as well a freshly-baked scone whenever
to overcome her frailty of body and became anathema to someone darkens her doorway and leaves them feeling
any Lurkin who crossed her path. blessed by her special nuturing touch. She has children,
grandchildren, and great-grandchildren by the dozens,
LURKIN RACIAL TRAITS: along with many other youngsters that she has adopted
as her own throughout the years. She is the maternal
• -4 Strength, +2 Dexterity, +2 Wisdom: Lurkin are figure for the entire community and many whisper that
weak creatures but they possess a strong will and she is nothing less than the Halfling goddess incarnate, a
dexterous bodies. truly celestial creature.
• Small: As a Small creature, a Lurkin gains a +1 size
bonus to Armor Class, a +1 size bonus on attack rolls, Dizzen knows better though. She is a Lurkin, a child
and a +4 size bonus on Hide checks, but she uses of a distant celestial line sworn to protect and guide
smaller weapons than humans use, and her lifting and the Halfling people to a better life. She takes to that
carrying limits are three-quarters of those of a Medium duty with a cheerful demeanor, words of wisdom,
character. and a seemingly endless supply of baked goods at her
• Lurkin base land speed is 20 feet. disposal.
• Acid, Cold, and Electricity resistance 5.
• +2 racial bonus on all Climb, Jump, and Sense Motive
checks.
• Knowledge (nature) is always considered a class skill.
• Improved Low-Light Vision: A Lurkin can see
four times as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination.
She retains the ability to distinguish color and detail
under these conditions.
• Halfling Blood: For all effects related to race, a Lurkin
is considered a Halfling.
• Trace Blood (Celestial): When it comes to effects
related to race, a Lurkin has a 50% chance of being
considered a member of their parent outsider race. If
they fail the percentage roll, they still receive a +4 racial
bonus on all future Use Magic Device rolls when it
comes to using a magical item that has an outsider race
requirement The character also is considered a member
of his parents’ outsider race when it comes to prestige
class racial requirements.
• Native Outsider: A Lurkin is a native outsider.
• Spell-Like Abilities: A Lurkin with a Charisma score of
at least 10 also has the following spell-like abilities: At
will— light, 1/day— detect evil. Caster level 1st; save
DC 10 + the Lurkin’s Cha modifier + spell level.
• Automatic Languages: Celestial, Common, Halfing.
Bonus Languages: Draconic, Dwarven, Elven, Gnome,
Goblin, and Sylvan.
• Favored Class (Druid): A multiclass Lurkin’s druid
class does not count when determining whether she
takes an experience point penalty for multiclassing.

31
Children of the Planes

Dizzen Celeste CR 4 Julian, Ferret Animal Companion CR 1


Female Lurkin druid 3 N Tiny Animal
NG Small Outsider (native) Init +3; Senses Scent; Listen +1, Spot +4
Init: +2 Senses Improved low-light vision, Listen +8,
Spot +2 AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2
Languages Celestial, Common, Druidic, Elven, natural)
Halfling, Sylvan hp 12 (3d8 HD)
Fort +3, Ref +6, Will +2
AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex)
hp 24 (3d8+9 HD) Speed 20 ft. (4 squares), 20 ft. climb (4 squares)
Resist acid, cold and electricity resistance 5 Melee bite +5 (1d3-4)
Fort +7, Ref +3, Will +6 Space 2 1/2 ft.; Reach 0 ft.
Base Atk +1; Grp -11
Speed 20 ft. (4 squares) Special Action Attach
Melee +1 club +3 (1d4+1)
Base Atk +2 Grp -2 Abilities Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 5
Druid Spells Prepared (CL 3rd) SQ attach, share spells, link, bonus trick (1)
2nd – gust of wind (DC 14), lesser restoration Feats Weapon Finesse
1st – calm animals (DC 13), cure light wounds, Skills Balance +14, Climb +11, Hide +12, Move
goodberry Silently +10, Spot +4
0 – create water x2, detect magic, mending Tricks Come, Defend, Fetch, Guard, Heel, Seek, Track
Spell-Like Abilities (CL 3rd)
light (at will), detect evil 1/day (DC 13) Attach (Ex): If Julian hits with a bite attack, he uses
his powerful jaws to latch onto the opponent’s body and
Abilities Str 10, Dex 15, Con 16, Int 14, Wis 15, Cha 12 automatically deals bite damage each round he remains
SQ animal companion, nature sense, wild empathy, attached. Julian, while attached, loses his Dexterity
woodland stride, trackless step, improved lowlight bonus to Armor Class and has an AC of 14. While
vision, Halfling blood, trace blood (celestial) attached Julian can be struck with a weapon or grappled.
Feats Combat Casting, Self Sufficient To remove an attached creature through grappling, the
Skills Climb +3, Concentration +6 (+10 casting opponent must achieve a pin against the creature.
defensively), Craft (Woodcarving) +6, Handle
Animal +5, Heal +8, Hide +6, Jump +3,
Knowledge (Nature) +9, Listen +8, Move Silently
+1, Profession (cook) +11, Ride +3, Sense Motive
+9, Spot +2, Swim +2, Survival +8
Possessions +1 club, pouch of stones, cooking
equipment, wooden holy symbol, mistletoe, bag of
cooking goods, 13 gp

32
McCoy & McCoy

Reivar
(Dwarf/Kyton)

The Gnome woman’s eyes bulged as the spiked chain and wealth, giving new meaning and depth to the sin of
wrapped itself tightly around her neck, embedding its greed. Society dictates that all should be battle-ready,
sharp edges deep within her tanned flesh. She silently productive, and proud. Honor raises rank and certain
cursed the moment she had ever thought to keep a few social ranks can be deciphered by the metal of their
coins to herself. Her assailant scowled mockingly and jewelry, ranging in importance from copper, iron, silver,
contemptuously at her as he pulled on the chain a little gold, platinum, and adamantine. Those Reivars who
at a time, slowly strangling the life from her. wear a metallic type that is above their station are often
whipped severely, if not out rightly slain, with razor-
“This is what my tribe does to those who would seek to edged chains.
cheat it out of a single coin.” The spiked chain tightened
with each word, causing the Gnome trader’s blood to Physical Description: Short and stocky like their
spill upon the dusty ground and her vision to blur. Dwarven kin, Reivars stand between four and five feet
tall with a noticeable weight difference between the
“For each gold coin you have cheated us, we will men and women. They have grayish, pale skin with
kill one of yours. Such is our law and such is the birthmarks of red and yellow that can cover almost
punishment that will be visited upon you.” He pulled the entirety of their bodies. Reivars do not sweat but
the chain sharply, and the sharp snap and tearing of instead their skin takes on a metallic sheen. Their
flesh brought a look of perverted satisfaction to the features are round yet wrinkled, their faces are twisted
Reivar’s face. With a quick twist of his wrist, the Gnome into permanent scowls and many speculate that Reivars
tumbled to the ground, as dead as her family was soon are incapable of smiling or showing any sort of joyful
to be. Five more Gnomes would die to repay her debt in expression. Their angular eyes are either red or yellow,
full. often matching the coloration of their birthmarks. Their
short, wiry legs and arms are devoid of fat and hairless.
Devils are creatures of hierarchy and will bend, yet not Although Reivars can grow thin beards and a full head
break, their rules to claim the souls of mortals. When of wispy hair, the warriors of both genders shave off all
the pleas of a desperate clan of Dwarves, who were of their hair. The unproven (the Reivar youth who have
cursed by the Dwarven gods for their greed and avarice, yet to make their first kill), the excused (revered elders
reached the ears of the infernal devils, it was the Kytons or expectant mothers), and the dishonored (those who
that answered the call and offered their services to the have failed the clan in some respect) are the exceptions
clan in return for their immortal souls. The clan, seeking to this rule. The excused and the unproven wear short
to save themselves from their enemies, made the pledge haircuts and beards but the dishonored are forbidden to
and were infused with the unholy strength of the Kytons, cut any hair on their bodies whatsoever to show how
giving them the power to turn aside their foes and “weak and akin to Dwarves they are”. Reivars wear
prosper for just enough time for the devils to make their very little clothing but are often adorned heavily in
end of the bargain due and paid in full. Ages passed and metallic jewelry that is befitting their rank in Reivar
the cursed blood of the clan has appeared throughout society. They do not wear gems, as they see them as
Dwarven families and the bloodline remains unbroken. having no value outside of trade.
The Reivars, the children of the pact between traitor
Dwarf and devilish Kyton, remain alive and are a dark Relations: Those unfortunate Dwarves that give birth
stain upon the glorious history of the Dwarves. to Reivars often abandon them to the wilds or mercifully
slay the children before the taint of their birth can be
Personality: Cold and unyielding, like the metal that discovered. Reivars are a cold, snakelike people and
they adorn themselves with, Reivars react quickly and only engage others in trade or war. They raid others for
brutally rather than pondering to find a diplomatic foodstuffs, complexly crafted items or slaves. Reivars
solution. These icy, yellow-eyed Dwarf kin live in view others as sloppy, hairy, lazy, wasteful, sweaty or
isolated, trap-filled underground groups. Their name is generally untrustworthy. Reivars have a deep hatred
a corruption of the Dwarven name for “outcast vermin” for their Dwarven kin and will not hesitate to put an
and these unwanted cousins of the Dwarves wear their axe in the forehead of an offending Dwarf. Within a
title with pride. Reivars live in a highly structured tribe, all interactions have a prescribed method, from
social hierarchy that is obsessed with personal honor greeting a new customer to flirting to claiming a slave

33
Children of the Planes

during a raid. Reivar society is rigid and has no place and use Dwarven to taunt their Dwarven kin or show
for outsiders. Dwarven lore provides some wise words displeasure. Language, to a Reivar, is merely another
of advice for any race that deals with the Reivar: “Know tool for them to use to gain wealth and trade. The
the devil-cursed and breed not with their kind. Trade other languages a Reivar learns are the tongues of their
cautiously and know the fathomless greed in their evil neighbors and natural enemies.
eyes.”
Lands: Reivars live in underground lairs that are filled
Alignment: Rigid social order dominates life from birth with the smell of smoke coming from the flames of
for the Reivar. Most Reivar societies are lawful evil forges, and bristle with deadly traps. Outsiders are not
while the more “benevolent” ones are lawful neutral. welcomed in Reivar holds and are dealt with in a most
Chaotic Reivars are unheard of and even neutrally- fatal fashion, save those few traders that the Reivars
aligned ones are rare enough to warrant attention. trust enough to deal with outside of their tribal holds. If
Rarely, a dishonored will seek order outside of the tribe a Reivar does not live with other Reivars, they try to find
and will journey to other lands, but even then, they will isolated caves or valleys to call home and will fiercely
seek a new hierarchy to join and new laws to follow. defend their homes from intrusion. Some Reivars live in
Of all the Reivars, the dishonored are the ones that will cities but keep to their own kind and avoid any contact
exhibit any alignment besides lawful evil or lawful with Dwarves regardless of where they live.
neutral and it is from their ranks the occasional Reivar
paladin or neutral rogue comes. Such an individual Names: Reivar names are often twisted, corrupted
will undoubtedly find his fellow Reivars thirsting for his Dwarven names that hold some meaning in both the
blood and will receive little love from the outside world Dwarven tongue and the Infernal language of their
due to his evil heritage. devilish ancestors. Reivar first names are short and
brutish, with single-word meanings like “Branded”,
Religion: Reivars have no love of the Dwarven deities “Steel”, and “Forger”. While their Dwarven brethren
and the Dwarven gods never answer the prayers place a great deal of pride in their family and
of any unworthy soul who curses their collective clan names, the Reivars bear no
names. Religion for Reivars is a personal such respect towards their
matter and asking a Reivar who they worship ancestors and rarely have
is seen as a major invasion of privacy. a family name. Many
Many Reivars pay lip service to some Reivars simply adapt
sort of lawful evil god or goddess whose their tribal name as their
dogma mirrors their own beliefs and surname while some don’t
they sometimes give offerings to these even bother.
personal deities before any sort of major
raid or trade deal. Those few Reivars Adventurers: Exiled and
that take the path of the truly pious dishonored Reivars make up
often pay their respects to deities the bulk of those Reivars that
of corruption, trade, war, and adventure. Forced to exist
wealth. outside of the Reivar
hierarchy, a dishonored
Language: The Infernal tongue Reivar will take to the
is the chosen language of the path of the adventurer
Reivars and they pepper and often enjoys the
their speech fame, glory, and
with Dwarven above all else,
slang and the wealth that
unsavory adventuring
terms. brings.
They learn Belonging
Common to an
to speak with adventuring
the few trading party also
partners that they gives the
have outside of other Reivar tribes dishonored Reivar

34
McCoy & McCoy

a chance to be part of a hierarchy. Some adventuring • Spell-Like Abilities: A Reivar with a Charisma score
Reivars are groups of raiders, sent from their tribal holds of at least 10 also has the following spell-like abilities:
to gather more slaves and coins. Reivar fighters are 1/day—rope trick (with chains instead of ropes). Caster
masters of the spiked chain and many Reivars turn their level 1st; save DC 10 + the Reivar’s Cha modifier +
natural talents towards learning the martial arts of the spell level.
monk. Rangers and rogues are also common choices • Automatic Languages: Common, Dwarven, Infernal.
for the adventuring Reivar, although they both suffer Bonus Languages: Abyssal, Draconic, Giant, Goblin,
from the Reivar’s lack of intellect. Clerics and druids and Orc.
are a rare choice for the Reivar, as many do not have the • Favored Class (Fighter): A multiclass Reivar’s fighter
personal drive to put their deity before themselves. The class does not count when determining whether she
rare Reivar paladin is a paragon of law and justice while takes an experience point penalty for multiclassing.
a Reivar sorcerer often uses his powers for personal • Level Adjustment +1: Reivars are slightly more
gain. Reivar bards and barbarians are unheard of. powerful than other races and thus gain levels slower.

REIVAR RACIAL TRAITS: Ironmaw, Warlord of the Bronze Fire Clan:


There is nothing Ironmaw hates more than Gnomes.
• +2 Dexterity, +2 Constitution, -2 Intelligence: Quick They rob his clan of the earth’s riches, all the while
and resilient, the Reivar are gifted physically but lack a living some sort of mockery of an existence that is more
sharp intellect. fit for Elves than children of the earth. With his spiked
• Medium: As Medium creatures, Reivar have no special chain and hatred, he has set upon a path of exterminating
bonuses or penalties due to their size. the Gnomes that share the mountains his clan call home,
• Reivar base land speed is 30 feet. for they have done nothing but cheat him and his of
• Metalcunning: This ability grants a +2 racial bonus what truly belongs to them: the metals of the earth.
on Search checks to notice unusual metalwork, such as
metallic walls, metal traps, new construction (even when Ironmaw, as is typical of his clan, takes great pride
built to match the old), unsafe metal surfaces, shoddy in his heritage and has sought out methods of further
metalwork, and the like. Something that isn’t metal strengthening himself in his war against the Gnomes.
but that is disguised as metal also counts as unusual His bronzed skin, small horde of piercings, and runic
metalwork. A Reivar who merely comes within 10 feet scarification make the Reivar stand out even among
of unusual metalwork can make a Search check as if he his own clanmates. Ironmaw’s namesake pointed and
were actively searching, and a can use the Search skill to ironcapped teeth are ready to tear out the throat of any
find metalwork traps as a rogue can. Gnome, or anyone else that gets in his clan’s way.
• Cold and fire resistance 5.
• Weapon Familiarity: Reivar may treat spiked chains as
martial weapons, rather than exotic weapons.
• +4 racial bonus on all saving throws versus poison.
• +4 racial bonus on all Craft (metalworking) checks.
• +2 racial bonus on all Intimidate checks.
• Darkvision: A Reivar can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and a Reivar can function just fine
with no light at all.
• Dwarf Blood: For all effects related to race, a Reivar is
considered a Dwarf.
• Trace Blood (devil): When it comes to effects related
to race, a Reivar has a 50% chance of being considered
a member of their parent outsider race. If they fail the
percentage roll, they still receive a +4 racial bonus on all
future Use Magic Device rolls when it comes to using a
magical item that has an outsider race requirement The
character also is considered a member of his parents’
outsider race when it comes to prestige class racial
requirements.
• Native Outsider: A Reivar is a native outsider.

35
Children of the Planes

Ironmaw CR 6
Male Reivar ranger 5
NE Medium Outsider (native)
Init: +4 Senses Darkvision (60 ft.), Listen +9, Spot +4
Languages Common, Dwarven, Infernal

AC 20, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt,


+2 natural armor)
hp 50 (5d8+20 HD)
Resist cold and fire resistance 5, +4 vs poison
Fort +8, Ref +5, Will +2

Speed 30 ft. (6 squares)


Melee +2 flaming spiked chain +11 (2d4+1d6+4) or
Melee +2 flaming/+2 flaming spiked chain +9/+9
(2d4+1d6+4/2d4+1d6+3) or
Melee bite +7 (1d4+2) or
Ranged throwing axe +9 (1d4+2)
Base Atk +5 Grp +7
Special Actions Favored enemy (+4 humanoids
(Gnomes), +2 good-aligned outsiders)
Ranger Spells Prepared (CL 5th)
1st– cure light wounds
Spell-Like Abilities (CL 5th)
rope trick (with chains) 1/day

Abilities Str 15, Dex 18, Con 18, Int 9, Wis 12, Cha 11
SQ wild empathy, animal companion, metalcunning,
weapon familiarity (spiked chain), darkvision 60 ft.,
Dwarf blood, trace blood (devil)
Feats Diehard, Endurance, Track, Two Weapon
Fighting, Weapon Finesse
Skills Climb +6, Craft (Blacksmithing) +8, Craft
(Metalworking) +12, Handle Animal +8, Hide +4,
Intimidate +6, Knowledge (the planes) +5, Listen
+9, Move Silently +6, Spot +4, Survival +9
Possessions +2 flaming/+2 flaming spiked chain, iron-
capped teeth, chainshirt, amulet of natural armor +2,
horn of fog, 3 throwing axes, 140 gp

36
McCoy & McCoy

Skinx
(Gnome/Dretch)

“I said, take yourself out of my cave!” Gogtha communities as soon as they are old enough to survive
screeched, her hoarse voice reverberating off the cave on their own, whether by choice or not. Seeking out
walls. Her bloodshot eyes narrowed as the intruder, a places of isolation, the Skinx delight in maliciously
young Gnome woman who called her “kin”, made no terrorizing those who seek to disturb their solitude and
effort to retreat back the way she came. will go to great lengths to stay hidden from the prying
eyes of the world. After all, since the world wants
“I only come here to offer you an opportunity to make nothing to do with them, why should they have anything
right what you have done.” The Gnome’s voice was to do with the world?
timid and sweat beaded upon her craggy brow. The
monster before her was her cousin, who had been born Personality: Born into communities that prize wit,
with the tainted blood of the Dretch running through her Skinx are at a marked disadvantage. Early on, they
veins. She nervously shifted her weight from one foot to realize they cannot mentally keep up with their kin.
the other as the clawed hands of Gogtha slashed at the Their tacky skin, thick nails and dull minds all make
air in frustration. their difference clear. Whether an individual rejects his
community first or vice versa, eventually the Skinx will
“Right what I have done wrong?! I didn’t ask to be born part company with other Gnomes. They learn to rely
like this. It was your people that drove me into exile, on themselves physically, for while their minds may
not me! Now, GET OUT OF MY CAVE!” the Skinx fail, their bodies are strong. They enjoy tricks that rely
screeched, calling upon the tiny fragment of her demonic on surprise or randomness, which appeals to a Skinx’s
heritage and directing that darkening terror towards the innate trickster and chaotic tendencies. Skinx love to
Gnome. give a good scare to anyone they can place fear into,
giving them something of a malicious streak. Skinx are
The Gnome’s screams as she fled from the cave joined in also fond of spinning elaborate tales of their exploits and
with the raspy laughter of the Skinx, as she relished in are natural deceivers, even when the individual Skinx is
the thought of once again retaining her privacy, if only not good at the art of deception.
for a little while. There would be more “envoys” but
she would be waiting to show them the true Physical Description: Skinx are built similarly to
meaning of fear for intruding on her Gnomes but are smaller and stockier. They stand
solitude. just shy of three feet tall, rarely grow any taller
and have a splotchy, ruddy coloration that
Centuries ago, a Gnome infernalist has a strange brown or purple undertone.
learned to harness the Their skin is thick, hairy, and slightly
demonic powers of fear sticky, giving the skin of a Skinx
and terror and the the texture of flypaper. They
corruption of his have thin lips and a mouth full
entire bloodline of small, slightly pointed
is what led to teeth. They have bulbous
the creation of the Skinx. fingers and toes, which
Loathsome creatures born gives them a sausage-like
from sins of the appearance. Their hair is
past, the Skinx bushy, curly and is often
are outcast from ash brown, black, or
Gnomish even deep lavender.
Their eyes are
bloodshot and
have a mauve tint.
Their ears are triangular
and stick out from
the sides of
their heads. A

37
Children of the Planes

Skinx’s nails are surprisingly sharp and strong, allowing Language: Skinx speak the language of their Gnome
the Skinx to use them as a weapon and tool if so parents but also have a natural “gift” for the Abyssal
desired. Skinx favor leather and wool clothing, both for tongue. They learn the basics of other languages enough
protection and durability, and often dye their clothing to be able to tell others to go away and leave them
red, brown, or black. in peace. Skinx are not conversationalists and their
screeching, raspy voices are not pleasant to hear. A
Relations: Whether due to the stickiness of their skin, Skinx will learn other languages solely to tell others to
previous rejection, or their sharp claws, Skinx are bug off or to have a “secret” language that only they and
protective of their personal space. Those who invade a few trusted friends speak.
their sense of space or privacy can expect threats at best
or spell-like abilities and facial clawing at worst from Lands: Skinx have no lands of their own and they are
the offended Skinx. A good companion for a Skinx is rarely found in Gnome communities. Skinx tend to live
one who leaves them alone and enjoys giving others in lands where there is no other sentient life so that they
a good scare. They prefer relationships with those can live in peace and away from prying eyes. Swamps,
who have simple world views and do not ask much of isolated valleys, and caves are all favored homes of the
others. They disdain assisting others, since doing so Skinx and they are often camouflaged in an attempt to
usually involves close proximity and working with the prevent discovery.
weak. They dislike those who are physically weak,
intellectually complex, or make too many demands. Names: Skinx have Gnomish or Abyssal names, either
Gnomes have a hard time dealing with their Skinx given to them by their parents or taken after they have
relations (they have a civil, distant relationship at best) left the place of their birth. Since they don’t plan
while most other races view the Skinx as dull-witted on telling many people their names, the Skinx really
bullies who prey on the weak and have “Orcish” ideals. don’t care what they are called. Common names for a
Any race that prizes their privacy and physical strength Skinx are often directed at their heritage, coming from
above all else is regarded with indifference by the Skinx, malicious parents or serving as a moniker that the Skinx
which is often the best reaction one can hope for in such just took from his former home. Most Skinx names are
dealings. short and have only one or two syllables and they do
not follow the Gnomish tradition of collecting names.
Alignment: Skinx desire little else than to be left To a Skinx, this is a waste of precious time and a silly
alone. They detest being told what to do and will do tradition of their Gnomish relations. Many Skinx don’t
anything in their power to maintain their freedom and even have a surname, since their families have disowned
privacy. Although they take pleasure in frightening them and they claim no kinship to those who would
others, rarely do such threats lead to senseless violence, shun them.
unless the Skinx feels its personal space threatened and
then the claws are out, as melee attacks are seen as being Adventurers: Skinx adventurers are often solitary
very…personal. Thus, most Skinx are chaotic neutral in travelers wandering from place to place, searching
alignment, while a few of darker intentions are chaotic for an isolated cave to call home. The Skinx’s tough
evil. Those Skinx that become chaotic evil are often constitution and chaotic nature makes them ideal
the ones who take extreme pleasure in hurting others barians, although they also make good fighters and
and become the worst sort of bully, preying on any who rangers. The more lawfully-aligned classes, such as
are weaker than them. The rare lawful or good-aligned monks or paladins, are an infrequent, if not downright
Skinx is often one who has not been ostracized from his contradicting, choice for a Skinx. Druids, clerics and
Gnomish community and is raised as an equal. other divine casters are uncommon choices and wizards
are unheard of, since the complexity of studying arcane
Religion: Skinx rarely find solace and purpose in the magic is often beyond the typical Skinx. Sorcerers are
worship of any god or goddess. Why let a deity interfere common among the Skinx and they relish in the arcane
from on high and dictate how you run your life when might it gives them. A Skinx bard is often one who
you have enough people down here already trying to do travels from location to location, seeking out lost lore
the same thing? Those rare Skinx that actually become but shunning away from people and performing.
clerics often favor the worship of a cause, such as
isolationism or fear. By adopting a cause as their divine SKINX RACIAL TRAITS:
focus, a Skinx cleric is able to dictate his own dogma
and way of worship, giving him not only full control of • +4 Constitution, -2 Intelligence: The Skinx are
his worship but further secured privacy. exceptionally hardy, rivaling even their Gnomish

38
McCoy & McCoy

relatives in constitution but they are somewhat dim- in the belly of the ever-churning, ever rotting bustle of
witted and slow to respond intellectually. the city she can satisfy her incessant greed for words and
• Small: As a Small creature, a Skinx gains a +1 size gold.
bonus to Armor Class, a +1 size bonus on attack rolls,
and a +4 size bonus on Hide checks, but she uses As covetous as any dragon and more intelligent than
smaller weapons than humans use, and her lifting and most give her half-breed kind, Gogtha has made some
carrying limits are three-quarters of those of a Medium small headway, clearing out the cavernous sewers under
character. a noble family’s private library to come and go as she
• Skinx base land speed is 20 feet. pleases, picking a few coins or “shinies” up wherever
• +4 racial bonus on all saving throws versus poison. she sees them. In-between reading stolen books and
• Electricity resistance 5. polishing stolen coins, Gogtha fends for herself against
• +2 racial bonus on Hide and Listen checks. fellow thieves and beastly sewer creatures. Easily
• Darkvision: A Skinx can see in the dark up to 60 feet. provoked if she fears her territory is threatened, she is
Darkvision is black and white only, but it is otherwise avoided by others who call her the Rag Woman and
like normal sight, and a Skinx can function just fine with spread rumors of a ravenous, bloodthirsty woman with
no light at all. the ability to spread fear with her terrible gaze. Few
• Claw attack: Skinx have a natural claw attack that suspect the truly demonic heritage lurking within the
deals 1d3 damage. heavy, filthy cloak in which she covers herself.
• Gnome Blood: For all effects related to race, a Skinx is
considered a Gnome. Gogtha CR 4
• Trace Blood (demon): When it comes to effects related Female Skinx barbarian 2/rogue 1
to race, a Skinx has a 50% chance of being considered CE Small Outsider (native)
a member of their parent outsider race. If they fail the Init: +1 Senses Darkvision (60 ft.), Listen +8, Spot +1
percentage roll, they still receive a +4 racial bonus on all Languages Abyssal, Common, Goblin, Gnome, Orc
future Use Magic Device rolls when it comes to using a
magical item that has an outsider race requirement The AC 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1
character also is considered a member of his parents’ padded armor)
outsider race when it comes to prestige class racial hp 38 (2d12+1d6+9 HD)
requirements. Resist +4 vs. poison, electricity resistance 5
• Native Outsider: A Skinx is a native outsider. Fort +6, Ref +3, Will +2
• Spell-Like Abilities: A Skinx with a Charisma score
of at least 10 also has the following spell-like abilities: Speed 30 ft. (6 squares)
1/day— cause fear, ghost sound, light. Caster level 1st; Melee claw +6 (1d3+3)
save DC 10 + the Skinx’s Cha modifier + spell level. Ranged hand crossbow +3 (1d3, 19-20)
• Automatic Languages: Abyssal, Common, Gnome. Base Atk +2 Grp -4
Bonus Languages: Draconic, Dwarven, Goblin, Infernal, Special Actions Sneak attack +1d6, rage 1/day, stench
and Orc of the Dretch (DC 14, DC 16 w/ rage) 1
• Favored Class (Barbarian): A multiclass Skinx’s hr/day
barbarian class does not count when determining Spell-Like Abilities (CL 3rd)
whether she takes an experience point penalty for cause fear (DC 11), ghost sound, light 1/day
multiclassing.
• Level Adjustment +1: Skinx are slightly more powerful Abilities Str 16 Dex 13 Con 17 Int 15 Wis 12 Cha 11
than other races and thus gain levels slower. SQ fast movement, uncanny dodge, trapfinding, low-
light vision, Darkvision 60 ft, Gnome blood, trace
Gogtha, the Rag Woman: blood (demon)
Once, forgotten to all but herself, Gogtha was the Feats Stench of the Dretch, Weapon Focus (claw).
unwanted daughter of a thieves’ guild master called Skills Climb +10, Decipher Script +6, Hide +7,
Orrin Smudgethumbs. Believing Gogtha to be some Intimidate +5, Jump +8, Knowledge (local) +6,
punishment from the gods, Orrin killed Gogtha’s mother Listen +8, Literacy, Listen +6, Spot +1, Survival
and dumped her in the sewer with her corpse, thinking +6
both would be food for the rats. But Gogtha survived, Possessions Hand crossbow, quiver w/20 bolts, padded
making her home in the festering alleys and sewers, armor, filthy rag cloak, 32 g
finding solace in the empty, hopeless expressions of the
unwanted, pathetic throngs of homeless wretches. Deep

39
Children of the Planes

Vanuran
(Gnome/Astral Deva)

Starlove wept golden tears from her silver eyes as the of his blood and bestowed a celestial blessing upon
elder Gnome priest gently placed the garland upon her them. From that day forth, the Vanuran, or “Blessed
forehead and kissed her upon the brow. She turned to of Angels”, have lived among the Gnomish people and
face the gathered masses and knelt before them, blinking help lead them into a glorious future.
away her tears and managing a weak smile.
Personality: The Vanuran are born leaders, albeit quiet
“In honor of your ascending to Venerable Defender ones. Although physically larger than their Gnome
on this day, we celebrate your deeds and bestow upon brethren, the Vanuran avoid throwing their weight
you the mantle of the paladin. May your determination around as they recognize early that it doesn’t work
never fade, your blade never tarnish, and your heart among Gnomes. Those who try tend to be pranked upon
remain pure.” The old priest anointed the dusky cheeks well and often, usually by pranksters who take
of the quiet, young Vanuran knight with sacred advantage of the Vanuran’s
oil and even paused a moment to wipe away larger size. This often drives
her tears with the hem of his embroidered most Vanuran to be humble
robe. folk but when it comes to
leading others, they do so
“You have made me proud, daughter,” with quiet determination and
he whispered in the kneeling woman’s tempered nerves. The Vanuran
ear which only caused her to weep enjoy hard, creative work, such as
more. building construction, agriculture, and
metalworking but their work usually
Her smile, though, was nothing short lacks the fineness of detail Gnomes
of dazzling as she arose and stepped typically take pride in. The
out into the cheering crowd and Vanuran think big but often
morning sunlight as the Venerable gloss over the details.
Defender of her god and a true
child of the celestial heavens. Physical Description: Vanuran are
larger than Gnomes but shorter than
The gift of celestial blood is a Elves and Humans. They typically
celebrated occasion in Gnomish stand from three and a half feet tall to
society and those who bear the just over four feet, with the females
blood of “Mithli” are blessed being slightly shorter and less
indeed. According to Gnomish heavy than the males. Vanurans
mythology, the astral deva weigh between fifty and
“Mithli” came to the desperate eighty pounds, with wiry,
call of a Gnome priestess slender frames. They are
when the darkness was often mistaken for short
at its strongest and the Elves or Humans with
Gnomes’ time of need a tinge of Gnomish
was at its greatest. blood. Their skin
With gleaming tone is dusky and
sword in hand, gives the Vanuran a
the astral deva “weathered” look to
laid waste to the them. Vanuran hair
hordes of evil and is always thin and
saved the Gnomish people from straight and never curls,
certain death at the hands of their regardless of what is done to
enemies. As his last gift to the beloved it. Male Vanurans do not have any
people of his god, “Mithli” graced the sort of facial hair. Their facial features
priestess and her followers with a touch are similar to those of a Gnome but are more

40
McCoy & McCoy

rounded, with eye and hair color having the same variety language for its power to transmit beliefs and culture.
of coloration as their Gnomish parents. Occasionally, a This respect for spoken communication and drive for
Vanuran will be born with piercing gold or silver eyes, a learning can lead a Vanuran to master any language and
dead giveaway to their celestial heritage. These children many make an effort to learn the tongues of both their
are often called the “Garlen”, which means “heavenly allies and enemies.
treasure” in the Gnomish tongue.
Lands: Vanuran inhabit the same lands as their
Relations: As they are often mistaken for other races Gnomish relations, and are often found in Gnome
besides Gnomes, the Vanuran try very hard to behave temples, monasteries, and farms. They tend to favor
more Gnomish than most Gnomes. This rarely extends communities and places of spiritual and intellectual
into xenophobia, as they know too well the feeling of contemplation. Solitary nomads or hermits are also
being excluded, exempted, and labeled as different. The common, traveling from land to land in search of holy
Vanuran, once they are treated as an equal, are found to truth or answering the call of a crusade in the name
be capable leaders and a goodhearted individuals. Most of their god. Entire communities of Vanuran are rare
Vanurans are well liked by the goodly races and the but those few that exist tend to share their lands with
Vanuran often strive to fit into their chosen communities. Gnomish neighbors and relatives and their towns thrive
They go out of their way to please as many people as as centers of Gnomish culture and spirituality.
possible and this attitude makes it hard for many to
dislike the Vanuran for long. The Vanuran, however, Names: The Vanuran have the Gnomish love of names
share their Gnomish relations’ hatred for Kobolds and and follow the same naming traditions. Names take a
this contempt is returned in kind by the Kobold race. positive meaning (such as Starry Mind or First Treasure)
or are at least only mildly and affectionately teasing
Alignment: Most Vanuran are neutral good, as they (Stareyes, Cherub, Elf-face). Vanuran enjoy earning
seek to please as many as possible without stepping religious titles, such as First Speaker or Venerable One.
over the boundaries of society. They find wisdom in Solitary Vanuran may even grant themselves a title after
appeasing as many as they can, for this helps surround a profound experience or realization.
them with loving allies and trustworthy companions.
However, their hearts find truth in many dogmas; thus, Adventurers: Vanuran adventure to seek meaning,
a Vanuran can be of any alignment. Like most of those spread their beliefs, or to work the will of their god.
with celestial blood, the Vanuran tend to favor good Most do so as representatives of the divine: clerics,
alignments over those of evil and an evil Vanuran is a druids, paladins, or rangers. There is a bardic tradition
rare thing indeed. among the Vanuran and they are often the lorekeepers
of Gnomish culture and lore. Belief begets passion,
Religion: In an effort to be more Gnome-like, many which can empower one as a barbarian, yet these
Vanuran worship the deities of their parent race. individuals are rather uncommon. Ones seeking purpose
These Vanuran worshippers of the Gnome gods are can become fighters or rogues, using their abilities to
often among the staunchest supporters of the Gnome protect other pilgrims or recover stolen Gnomish goods.
pantheon, spreading their worship to new lands and Rarely does a Vanuran take up the mantle of an arcane
peoples. The Vanuran also worship the ancient Gnome spellcaster, for they rarely find meaning in the pursuit
deity who sent “Mithli” to save the Gnome race so long of arcane magic. The monkhood appeals to those
ago as the creator of their bloodline. The Vanuran have a Vanuran seeking an ordered, athletic life and they excel
drive to find reasons for everything, including the largest as monks.
questions in life, usually seeking to find enlightenment
in either the worship of a god or the upholding of an VANURAN RACIAL TRAITS:
ideal. Those Vanuran that answer the call of battle
and leadership are often paladins or clerics of celestial • +2 Strength, +2 Wisdom: The Vanuran are strong in
warfare and tactics. Other common deity choices both body and mind.
include gods of agriculture, engineering, knowledge, • Medium: As Medium creatures, Vanuran have no
magic, and nature. special bonuses or penalties due to their size.
• Slight Stature: Though Vanuran are Medium size, they
Language: Vanuran speak the languages of their are slight compared to others. They may wear items
community: Gnome and Common. They also learn designed for either Medium or Small sized humanoids,
the language of their celestial ancestors, often at the including armor, but not handheld items such as
request of their parents or the local church. They value weapons. Being smaller grants Vanuran a +2 on Hide

41
Children of the Planes

checks. god and her community in mind, Starlove has risen to


• Vanuran base land speed is 30 feet. become one of the Golden Defenders of her realm and
• Immunity to sleep spells and similar magical effects. brings justice and protection to those she has sworn to
• Acid and cold resistance 5. watch over.
• +2 racial bonus on all Craft: Alchemy and Listen
checks.
• The Knowledge (religion) skill is always considered a
class skill.
• Improved Low-Light Vision: A Vanuran can see
four times as far as a Human in starlight, moonlight,
torchlight, and similar conditions of poor illumination.
She retains the ability to distinguish color and detail
under these conditions.
• Gnome Blood: For all effects related to race, a Vanuran
is considered a Gnome.
• Trace Blood (celestial): When it comes to effects
related to race, a Vanuran has a 50% chance of being
considered a member of their parent outsider race. If
they fail the percentage roll, they still receive a +4 racial
bonus on all future Use Magic Device rolls when it
comes to using a magical item that has an outsider race
requirement The character also is considered a member
of his parents’ outsider race when it comes to prestige
class racial requirements.
• Native Outsider: A Vanuran is a native outsider.
• Spell-Like Abilities: A Vanuran with a Charisma score
of at least 10 also has the following spell-like abilities:
1/day— detect evil, speak with animals. Caster level
1st; save DC 10 + the Vanuran’s Cha modifier + spell
level.
• Automatic Languages: Celestial, Common, Gnome.
Bonus Languages: Auran, Abyssal, Draconic, Elven,
Infernal, and Sylvan.
• Favored Class (Cleric): A multiclass Vanuran ‘s cleric
class does not count when determining whether she
takes an experience point penalty for multiclassing.
• Level Adjustment +1: Vanuran are slightly more
powerful than other races and thus gain levels slower.

Starlove, Venerable Defender:


Starlove was born to the head priest of her village and
a simple Gnome housewife. Her destiny was revealed
from the moment she opened her golden eyes, and the
blessed addition of a Vanuran to their community was
celebrated for many a night. As the child grew into
the mantle of a paladin, Starlove, named for her starry-
eyed fascination with life and all it had to offer, took to
defending the borders of her people’s realm in the name
of the Gnomish god of law and community.

As she became an adult, Starlove journeyed for a while


with her elderly father and her paladin uncle, learning
the ways of her astral deva heritage and coming to
treasure the love of law itself. With the structures of her

42
McCoy & McCoy

Starlove CR 7 Starlove’s Paladin Mount


Female Vanuran paladin 6 N Large Magical Beast
LG Medium Outsider (native) Init +1; Senses Low-Light Vision, Scent, Listen +6,
Init: +2 Senses Improved low-light vision, Listen +7, Spot +5
Spot +2 Languages empathic link
Aura courage (10 ft., allies +4 against fear)
Languages Celestial, Common, Gnome AC 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +8
natural)
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 chainmail hp 45 (6 HD)
armor, +1 deflection) Resist improved evasion
hp 47 (6d10+6 HD) Fort +8, Ref +6, Will +3
Immune sleep, disease, fear
Resist acid and cold resistance 5 Speed 40 ft. (8 squares), base speed 50 ft.
Fort +10, Ref +10, Will +8 Melee 2 hooves +7 (1d6+4) and
Melee bite +5 (1d4+2)
Speed 20 ft. (4 squares) Space 10 ft.; Reach 5 ft.
Melee +2 greatsword +12/+7 (2d6+7, 19-20) or Base Atk +4; Grp +12
Melee +1 heavy mace of disruption +10/+5 (1d8+4)
Ranged heavy crossbow +8/+3 (1d10, 19-20) Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Base Atk +6/+1 Grp +9 SQ improved evasion, share saving throws, share spells
Special Actions Power Attack, smite evil 2/day, lay on Feats Endurance, Multiattack, Run
hands (24 hp/day), turn undead 7/day Skills Listen +6, Spot +5
Paladin Spells Prepared (CL 6th)
1st – cure light wounds, magic weapon
Spell-Like Abilities (CL 6th)
detect evil (at will), detect evil, speak with
animals 1/day, remove disease 1/week

Abilities Str 16, Dex 15, Con 13, Int 10, Wis 14, Cha 18
SQ aura of courage, divine grace, divine health, special
mount, slight stature, improved low-light vision,
Gnome blood, trace blood (celestial)
Feats Combat Reflexes, Power Attack, Weapon Focus
(Greatsword)
Skills Craft (Alchemy) +5, Concentration +4, Hide +4,
Knowledge (Religion) +7, Listen +7, Move
Silently +2, Sense Motive +7, Spellcraft +1, Spot
+2
Possessions +2 greatsword, +1 chainmail, +1 heavy
mace of disruption, heavy crossbow, quiver w/ 20
silvered bolts, silver holy symbol, military saddle, 13 gp

43
Children of the Planes

Xiokin
(Human/Chaos Beast)

Ughan delighted in the simple pleasures life afforded about to unleash upon this unwitting woman’s life.
him. It was by pure coincidence that the gold coins in
his purse and the cooing woman in his arms were those Life was simple and sweet indeed, when one didn’t play
of another man, but such things didn’t matter to the by the rules.
Xiokin at the moment.
In all its endless forms, chaos has given rise to many
All that mattered was that chance had given him an different types of beings. Born from the spawning pits
opportunity to live a little bit easier tonight and he of such entropy, the chaos beast is a frightening creature
planned to take full advantage of it. of indeterminable shape that hunts other creatures for the
mere pleasure of watching their shapes bubble away into
Besides, there would be plenty of time in the morning chaos itself. If a Human suffers such an attack and lives
to deal with the missing guardsman and the expected to tell the tale, they sometimes give birth to a creature
grieving from his wife, who thought she was enjoying the tainted with the chaos of the beast that sought to destroy
carnal pleasures of her husband at the very moment. their very form. This creature of chaos is known as the
“Xiokin” or “child of chaos” and it is adeptly named,
No, not your husband, dear woman, merely one who for these children of the chaos beast follow in their
knows how to wear his face, thought the parent’s path, sowing disorder and pandemonium
Xiokin deceiver and he relished in the wherever they go.
thought of the chaos he was
Personality: Pure, utter chaos. Those
words describe the ever-changing storm
of personality of a Xiokin. Xiokin run the
gauntlet of emotions and they can change
moods in a matter of seconds. Creatures of
the extreme, Xiokin never find a middle ground
when it comes to interacting with others around
them. They are the unfettered children of chaos and
this emotionally-charged chaos defines the Xiokin.
The only time a Xiokin is lost in the heights of his
emotions are when he is either asleep or dead.

Physical Description: Xiokin look


like slightly stockier Humans but
that is where the similarities
between each Xiokin stops.
Each Xiokin appears
Human but has a bizarre
combination of features.
Xiokin can have any sort
of feature that is found on
any other humanoid race,
be it pointed ears, eyes with
no pupils, or tusks. Some have
a multitude of features while a few have none at
all! No Xiokin is alike save for the coloration of
their hair and eyes, which change colors with their
moods, becoming dark blue or green
when a Xiokin is pleased or blood red
when they are angry. Much like their
personalities, the features of a Xiokin

44
McCoy & McCoy

are random, pulled from the chaos of their birth and course of their lives.
even gifting the Xiokin with the ability to change them
about as they please. Lands: The Xiokin shift between living nomadically
and settling down in one place. It often ends up being
Relations: “If you’ve meet one Xiokin, be prepared to one way or the other or half the community decides
meet him again each time you see him” is a common to move off and the other half stays. It is this type of
saying amongst others when asked about their relations shifting paradigm that defines the Xiokin community.
with the Xiokin. The more chaotically-aligned races, Xiokin take to living wherever they decide looks good
such as Elves, can deal with the Xiokin for short periods at the moment regardless of whoever else might be
of time and have even been known to forge tentative there and, as true with all things related to the Xiokin,
allies with Xiokin communities. Most other races, their communities change constantly. Xiokin have no
however, find the Xiokin to be too whimsical and set style of architecture or even social structure. How
chaotic and relations with the Xiokin usually don’t make the Xiokin actually get anything accomplished with this
it past the first impression. Xiokin value individualism type of society has baffled even the most learned sages.
above all else, even to the point of rejecting the very
idea of “community” amongst even themselves. The Names: As expected, a Xiokin’s name changes
Xiokin are a people of many extremes and most will find whenever he decides that he wishes to be called
them quite tiring, emotionally and otherwise, regardless something else. There are simply no set names for the
of race. Xiokin and a myriad of names can be found among
them, taken from every language and even a few names
Alignment: A Xiokin is infused with the very spirit of that simply make no sense whatsoever. Names, to
chaos. Most, if not all, Xiokin are chaotic neutral, with the Xiokin, are nothing more than an expression of the
the remainder being either chaotic good or chaotic evil. emotions they are feeling or thoughts they are thinking
There is no recorded instance of any lawful or neutral at that particular moment.
Xiokin, as the chaos of their very being is prevalent in
every thought and action. Good and evil are just seen Adventurers: Xiokin adventure for a variety of
as an ends to a means for the Xiokin and Xiokin tend reasons, each one more unbelievable than the next
to favor neutrality in favor of good or evil. However, and the answer constantly changes when a Xiokin is
should a Xiokin feel strongly about good or evil, he will asked why they adventure. Xiokin take to the path of
be one of the staunchest, most fervent supporters that adventurer rather easily, regardless of reasoning, for
cause has ever known. they are naturally gifted with a strong body and many
find them to be better suited for plundering dungeons
Religion: The Xiokin are rarely a religious people and than public speaking. Xiokin barbarians, fighters, and
those clerics among them often take to worshipping rogues are the most common classes found among the
chaos as a whole instead of a particular deity. These adventuring Xiokin and they excel in these classes.
clerics of chaos are known as the Children of Chance Clerics are the second most common choice for a Xiokin
and Misfortune and wander the lands seemingly at and they take to roaming the lands with like-minded
random, going wherever they feel they are guided by worshippers and adventurers. Rangers and druids are
the hand of chance and coincidence. Xiokin are rarely a less common choice than cleric but Xiokin can find
nature worshippers but a few do take to the worship a niche among these classes as well. Wizards, bards,
of the destructive forces of nature, such as storms and sorcerers are quite rare, for charisma and mental
and earthquakes. Other deities of worship amongst discipline are two things a typical Xiokin lacks. There
the Xiokin are gods of chance, gambling, misfortune, are no paladins or monks among the Xiokin and there
randomness, and of course, chaos. never will be.

Language: Xiokin take to learning a wide variety XIOKIN RACIAL TRAITS:


of languages and take great pride and enjoyment in
stringing together sentences created from a myriad of • +2 Dexterity, +2 Constitution, -2 Charisma: Xiokin are
words from different languages. A typical sentence will hardy and dexterous but their bizarre appearance and
have half a dozen languages sprinkled throughout but chaotic nature makes them less sociable than other races.
will strangely enough still make sense to the Xiokin. It • Medium: As Medium creatures, Xiokin have no special
is this sort of chaotic play on language and words that bonuses or penalties due to their size.
leads many Xiokin to become skillful linguists and • Xiokin base land speed is 30 feet.
learn many popular and obscure tongues throughout the • +4 racial bonus to all saving throws versus all

45
Children of the Planes

transmutation spells and effects. pointed ear, a deep gray eye and a bright blue eye, a
• Minimal Fortification: A Xiokin has a 10% chance of tangle of burnt hair, his flesh heavily scarred and burned
ignoring the effects of a critical hit or a sneak attack – presumably from the fire he himself had set.
or similar effect. Success means the extra damage is
negated and damage is instead rolled normally. This Ughan, Cook o’ The Tower CR 8
ability does not stack with other fortification effects, Male Xiokin barbarian 5/ rogue 2
such as those granted from armor or other magic items. CE Medium Outsider (native)
• Low-Light Vision: A Xiokin can see two times as far as Init: +4 Senses Low-light Vision, Listen +8, Spot +3
a Human in starlight, moonlight, torchlight, and similar Languages Common, Ignan
conditions of poor illumination. She retains the ability to
distinguish color and detail under these conditions. AC 22, touch 17, flat-footed 19 (+4 Dex, +4 chainshirt,
• Human Blood: For all effects related to race, a Xiokin +1 shield, +3 deflection)
is considered a Human. hp 69 (5d12+2d6+21HD)
• Trace Blood (Chaos Beast): When it comes to effects Resist minimum fortification (10% to negate critical
related to race, a Xiokin has a 50% chance of being hit), evasion, trap sense +1, +4 vs. transmutation
considered a member of their parent outsider race. If spells and effects
they fail the percentage roll, they still receive a +4 racial Fort +8, Ref +9, Will +5
bonus on all future Use Magic Device rolls when it
comes to using a magical item that has an outsider race Speed 40 ft. (8 squares)
requirement The character also is considered a member Melee +2 warhammer +13/+8 (1d8+6, x3)
of his parents’ outsider race when it comes to prestige Ranged masterwork javelin +11/+6 (1d6+4)
class racial requirements. Base Atk +6/+1 Grp +10
• Native Outsider: A Xiokin is a native outsider. Special Actions sneak attack +1d6, rage 2/day
• Spell-Like Abilities: A Xiokin with a Charisma score Spell-Like Abilities (CL 7th) alter self 1/day
of at least 10 also has the following spell-like abilities:
1/day—alter self. Caster level 1st; save DC 10 + the Abilities Str 19, Dex 18, Con 17, Int 12, Wis 12, Cha 12
Xiokin’s Cha modifier + spell level. SQ trapfinding, fast movement, illiteracy, improved
• Automatic Languages: Common. Bonus Languages: uncanny dodge, minimum fortification, lowlight
Any but secret languages (such as Druidic). vision, human blood, trace blood (chaos beast)
• Favored Class (Any): When determining whether a Feats Alertness, Iron Will, Weapon Focus (warhammer)
multiclass Xiokin takes an experience point penalty, his Skills Bluff +10, Climb +11, Forgery +6, Handle Animal
or her highest-level class does not count. +8, Hide +6, Jump +12, Listen +8, Move Silently
• Level Adjustment +1: Xiokin are slightly more +4, Perform (oratory) +7, Ride +11, Search +3,
powerful than other races and thus gain levels slower. Sleight of Hand +7, Spot +3, Survival +7, Swim
+9 (+19), Tumble +5
Ughan, Cook o’ The Tower: Possessions +2 warhammer, +1 buckler, +1 chainshirt,
One night the Tower of Knowledge and Law was +1 ring of protection, +1 cloak of resistance, ring of
engulfed in flames. Priests to the gods of order and swimming, 3 javelins (masterwork), 3 bottles of strong
watchmen dedicated to upholding law in the city were liquor, flint and steel, 2 dirty rags, 45 gp
roasted alive. No one was entirely certain where he
came from, but as the frightened crowds came to watch
the blaze they spotted a single figure dancing at the base
of the tower amidst the burning bodies. The surviving
watchmen tried to arrest him, if not outright slay him,
but the laughing arsonist bested them all and fled into
the night, cackling all the way.

The townsfolk called him “Cook o’ the Tower” for his


actions. He not only burned those people alive but
also seduced and murdered the captain of the guard’s
wife. Not knowing his purpose except to kill and spread
anarchy, the people lived in fear of his next attack,
and the image of his face spread quickly amongst the
townsfolk – a twisted visage of features – a single

46
McCoy & McCoy

Chapter 2: Racial Statistics


Age
You can pick your characters starting age or you can randomly determine it from the table below. If you choose an
age it must be at least the minimum age for the character’s race and class. Your character’s minimum starting age is
the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s
race and class. Alternatively, refer to the table and roll dice to determine how old your character is.

Table 1: Random Starting Ages


Barbarian, Rogue, Bard, Fighter, Cleric, Druid,
Race Adulthood
Sorcerer Paladin, Ranger Monk,Wizard
Anzien 10 years +1d4 +2d4 +2d6
Bralinsidhe 110 years +4d6 +6d6 +10d6
Durrin 40 years +3d6 +5d6 +7d6
Firesly 20 years +2d4 +3d6 +4d6
Grumsashen 14 years +1d4 +1d6 +2d6
Korali 110 years +1d4 +1d6 +2d6
Leonork 16 years +2d6 +4d6 +5d6
Lurkin 20 years +2d4 +3d6 +4d6
Reivar 40 years +3d6 +5d6 +7d6
Skinx 35 years +2d6 +5d6 +7d6
Vanuran 40 years +3d6 +6d6 +9d6
Xiokin 15 years +1d6 +2d6 +3d6

Refer to the next table to determine the effects of aging on your character.

Table 2: Aging Effects


Race Middle Age1 Old2 Venerable3 Maximum Age
Anzien 28 years 40 years 55 years +2d8 years
Bralinsidhe 200 years 350 years 450 years +5d% years
Durrin 120 years 180 years 250 years +2d% years
Firesly 50 years 75 years 100 years +5d20 years
Grumsashen 30 years 65 years 100 years +3d20 years
Korali 175 years 263 years 350 years +4d% years
Leonork 40 years 60 years 75 years +2d20 years
Lurkin 55 years 80 years 110 years +5d20 years
Reivar 125 years 188 years 250 years +2d% years
Skinx 95 years 140 years 185 years +2d% years
Vanuran 100 years 150 years 200 years +3d% years
Xiokin 35 years 53 years 70 years +2d20 years
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Height and Weight


Choose your characters height and weight from the ranges mentioned in the appropriate race description or from the
ranges given in the following table. Alternatively, you can randomly roll on the table to determine your character’s
height and weight.

47
Children of the Planes

Table 3: Random Height and Weight


Race Base Height Height Modifier Base Weight Weight Modifier
Anzien, male 4’ 9” +2d10 120 lb. x (2d4) lb.
Anzien, female 4’ 6” +2d10 85 lb. x (2d4) lb.
Bralinsidhe, male 4’ 8” +2d6 110 lb. x (1d6) lb.
Bralinsidhe, female 4’ 5” +2d6 90 lb. x (1d6) lb.
Durrin, male 4’ 0” +2d6 140 lb. x (2d6) lb.
Durrin, female 3’ 8” +2d6 110 lb. x (2d6) lb.
Firesly, male 4’ 0” +2d4 90 lb. x (2d4) lb.
Firesly, female 4’ 0” +2d4 90 lb. x (2d4) lb.
Grumsashen, male 5’ 2” +2d12 130 lb. x (2d4) lb.
Grumsashen, female 5’ 0” +2d12 105 lb. x (2d4) lb.
Korali, male 4’7” +2d6 85 lb. x (1d6) lb.
Korali, female 4’4” +2d6 80 lb. x (1d6) lb.
Leonork, male 5’ 2” +2d12 170 lb. x (2d8) lb.
Leonork, female 5’ 0” +2d12 140 lb. x (2d6) lb.
Lurkin, male 2’ 7” +2d4 35 lb. x 1 lb.
Lurkin, female 2’ 6” +2d4 30 lb. x 1 lb.
Reivar, male 3’ 9” +2d4 130 lb. x (2d6) lb.
Reivar, female 3’ 7” +2d4 100 lb. x (2d6) lb.
Skinx, male 2’ 8” +2d4 40 lb. x (1d4) lb.
Skinx, female 2’ 6” +2d4 35 lb. x (1d4) lb.
Vanuran, male 3’ 10” +2d4 60 lb. x 1 lb.
Vanuran, female 3’ 6” +2d4 50 lb. x 1 lb.
Xiokin, male 4’ 10” +2d10 125 lb. x (2d6) lb.
Xiokin, female 4’ 6” +2d10 90 lb. x (2d6) lb.

48
McCoy & McCoy

Chapter 3: Feats
Table 4: Feats
Feat Name Prerequisite Benefit
Aura of the Leonal Must be a Leonork Protective aura against evil attacks
Chain dance of the
Must be a Reivar Can control chains as a Kyton
Kyton
Body heat deals extra 1d6 fire damage on successful melee
Efreeti Fire Must be a Firesly
attack
Elemental Resilience, Greater
Elemental Immunity Gain immunity to one elemental type
Elemental Resilience Feats
Your elemental resistance increases by 5 for one of your
Elemental Resilience Resistance to any element
resistances
Gift of the Bralani
Must be a Bralinsidhe Tongues spell for one hour per day
tongue
Greater Elemental Your elemental resistance increases by 10 for one of your
Elemental Resilience
Resilience resistances
Kiss of the Succubus Must be a Korali Drain energy from a victim by kissing them once per day
Light of the Lantern
Must be a Lurkin You can fire a ray of light once per day that deals 1d6 damage
Archon
Gain damage reduction 5/good and piercing for one hour per
Rakshasa Fortitude Must be a Grumsashen
day
Shape of the Hound You can assume any canine form of Small to Medium size for
Must be a Durrin
Archon up to one hour per day
You can emit a cloud of noxious gas that surrounds your body
Stench of the Dretch Must be a Skinx
once per day
Stunning blow of the You can stun any living creature you hit with a melee attack
Must be a Vanuran
Astral Deva once per day
Unchangeable form of Immune to all transmutation spells and effects for one hour per
Must be a Xiokin
the Chaos Beast day
Venom of the Formian Must be an Anzien You can secrete a viscous form of poison

The new feats presented within this book are offered to CHAIN DANCE OF THE KYTON [RACIAL]:
give some more flavor and uniqueness to the races found The Kyton’s ability to augment and control chains is
within Children of the Planes. The feats presented yours, albeit for only a brief time each day.
below follow the same format that is presented in the Prerequisites: Must be a Reivar.
PHB. The RACIAL feat-type means that the feat is in Benefit: You can control up to two chains within 20
relation to an ability that is granted by the character’s feet as a standard action, making the chains dance or
race. A Racial feat otherwise functions as a general feat. move as you wish. In addition, you can increase each
chain’s length by up to 10 feet and cause them to sprout
AURA OF THE LEONAL [RACIAL]: razor-edged barbs. These chains attack as effectively
You can wrap yourself and your companions in the as you can, using your melee attack modifier and deal
protective aura of the leonal for a short period of time. 2d4+ your Strength modifier in damage. If a chain is in
Prerequisites: Must be a Leonork. another creature’s possession, the creature can attempt a
Benefit: You can call upon a lesser form of your Leonal Will save (DC equal to 10 + half your class level + your
ancestor’s protective aura ability. Against attacks made Charisma modifier) to break your power over that chain.
by evil creatures, this protective aura provides a +2 If the save is successful, you cannot attempt to control
deflection bonus to Armor Class and a +2 resistance that particular chain again for 24 hours or until the
bonus on all saving throws. This aura otherwise chain leaves the creature’s possession. The save DC is
functions as a protection from evil spell (caster level Charisma-based. This is a supernatural ability that can
equal to your character level). This aura has a radius of be used for one hour per day and activating it is a free
10 feet. This supernatural ability can be used for one action. It cannot be suppressed once it is activated.
hour per day and activating it and suppressing it is a free
action.

49
Children of the Planes

EFREETI FIRE [RACIAL]:


By channeling the flames of your Efreeti ancestor, you
can deal additional fire damage in melee.
Prerequisites: Must be a Firesly.
Benefit: You can heat up your body, allowing you to
deal an extra 1d6 fire damage whenever you make a
successful melee attack, and in each round you maintain
a hold while grappling. This supernatural ability can
be used for one hour per day and activating it and
suppressing it is a free action.

ELEMENTAL IMMUNITY [GENERAL]:


One of your elemental resistances has become an
elemental immunity
Prerequisites: Elemental Resilience, Greater Elemental
Resilience Feats
Benefit: Choose one of your elemental resistances. You
gain immunity to that element. For example, a Skinx
has electricity resistance and by choosing this feat, the
Skinx would become immune to electricity. Special:
You can gain Elemental Immunity multiple times. Each
time you take the feat, it applies to a different element,
as long as you meet the prerequisites for each element
type you are improving.

ELEMENTAL RESILIENCE [GENERAL]:


You have better innate resistance to elements than
normal.
Prerequisites: Resistance to any element.
Benefit: One of your elemental resistances increases
by 5. For example, a Skinx’s electricity resistance 5
increases to 20 by taking this feat. You can only increase
would increase to electricity resistance 10. You can only
one type of resistance by taking this feat.
increase one type of resistance by taking this feat.
Special: You can gain Greater Elemental Resilience
Special: You can gain Elemental Resilience multiple
multiple times. Each time you take the feat, it applies to
times. Each time you take the feat, it applies to a
a different elemental resistance.
different elemental resistance.
KISS OF THE SUCCUBUS [RACIAL]:
GIFT OF THE BRALANI TONGUE [RACIAL]:
The energy-draining kiss of the Succubus is yours to use
You gain a limited use of your bralani ancestor’s tongues
for a limited time each day.
ability.
Prerequisites: Must be a Korali.
Prerequisites: Must be a Bralinsidhe.
Benefit: You can drain energy from a target by simply
Benefit: You can function under the tongues spell for
planting a kiss on the victim. If the target is not willing
one hour per day. This is a supernatural ability and its
to be kissed, you must successfully start a grapple in
usages can be divided up however the character wishes,
order to kiss an unwilling victim. Your kiss bestows one
up to one total hour of use. It can be activated and
negative level, which can be removed with a successful
suppressed as a free action.
Fortitude save ( DC 10 + half your class level + your
Charisma modifier). The save DC is Charisma-based.
GREATER ELEMENTAL RESILIENCE
You may use this supernatural ability once per day and it
[GENERAL]:
is activated as a free action.
Your elemental resistance is nigh legendary.
Prerequisites: Elemental Resilience
LIGHT OF THE LANTERN ARCHON [RACIAL]:
Benefit: Your elemental resistance increases by 10. For
You can fire the light rays of the lantern Archon.
example, a Skinx’s electricity resistance is 5, increases
Prerequisites: Must be a Lurkin.
to 10 due to the Elemental Resilience feat and then

50
McCoy & McCoy

Benefit: You can fire a ray of light once per day. This Prerequisites: Must be a Vanuran.
attack is a ranged touch attack with a range of 30 feet Benefit: You can stun any living creature you hit with
that deals 1d6 points of damage that overcomes damage a melee attack, forcing them to make a Fortitude save
reduction of any kind. Firing the light ray is a standard (DC 10 + half your class level + your Strength modifier)
action. or become stunned for one round. You can use this
supernatural ability once per day.
RAKSHASA FORTITUDE [RACIAL]:
You can toughen yourself against most forms of damage UNCHANGABLE FORM OF THE CHAOS BEAST
by calling upon the innate toughness of your Rakshasa [RACIAL]:
ancestor. You are gifted with the ability to make yourself immune
Prerequisites: Must be a Grumsashen. to certain transmutation effects for a short time.
Benefit: You gain damage reduction 5/good and piercing Prerequisites: Must be a Xiokin.
for one hour per day. This is a supernatural ability that Benefit: You become immune to all transmutation spells
is a free action to activate and it cannot be suppressed and effects that would alter or otherwise destroy your
once it is activated. form, such as polymorph spells or petrification effects.
These spells and effects fail as though they had failed to
SHAPE OF THE HOUND ARCHON [RACIAL]: overcome spell resistance. You can use this supernatural
Calling upon the shapeshifting ability of your Hound ability for up to one hour per day. It is a free action to
Archon ancestor, you can take the form of a canine. activate this ability and it cannot be suppressed once it is
Prerequisites: Must be a Durrin. activated.
Benefit: You can assume any canine form of Small to
Medium size for up to one hour per day. While in VENOM OF THE FORMIAN [RACIAL]:
canine form, you lose your bite and weapon attacks You can spew forth the poison of your Formian ancestor,
andcannot cast spells, but gain the bite attack of the form coating your weapons with a deadly toxin.
you choose. For the purposes of this ability, canines Prerequisites: Must be an Anzien.
include any dog-like or wolf-like animal of the Animal Benefit: You can secrete a viscous form of poison
type. It is a full round action to shift between forms and that is similar to a Formian warrior’s poison (Injury,
can be done as many times as you like, up to one hour of Fortitude DC 14, initial and secondary damage 1d6
total usage a day. Str, Constitution-based save). You then can coat
your weapons with this poison or deliver it via a bite
STENCH OF THE DRETCH [RACIAL]: (unarmed) attack. You are immune to your own poison.
You can surround yourself with an aura of stench that The poison lasts for one hour if coated upon a weapon
harkens back to your Dretch ancestor’s stinking cloud and you can manufacture three such applications per
ability. day. One application of the poison is used up by a
Prerequisites: Must be a Skinx. successful hit with a melee weapon. The poison can only
Benefit: You can emit a cloud of noxious gas that be applied to a melee weapon. This is a supernatural
surrounds your body to a radius of 10 feet. The gas ability and it takes a standard action to secrete the
causes living creatures that come into it to become poison. It is a standard action to apply poison to a
sickened unless they succeed at a Fortitude save (DC weapon.
10 + half your class level + your Constitution modifier).
This condition lasts as long as the creature remains in
the cloud and for 1d4+1 rounds after it leaves. Any
creature that succeeds on its save but remains in the
cloud must continue to save each round on your turn.
You are immune to your own effect but can be affected
by similar effects caused by other creatures and spells.
You can use this supernatural ability for up to one hour
per day. It is a free action to activate this ability. It
cannot be suppressed once it is activated.

STUNNING BLOW OF THE ASTRAL DEVA


[RACIAL]:
You can channel the stunning power of your Astral Deva
ancestor into your own blows.

51
Children of the Planes

Chapter 4: Prestige Classes


The races presented in The Children of the Planes are a varied and diverse group. It is only natural that such diverse
races would develop specialized classes that reflect their racial beliefs and enhance their species. These prestige
classes are racially focused and meant to be used with the races that are found within this book and in the PHB.

Abyssal Dreadnought
Abyssal dreadnoughts serve as the shock troops for the Class Features
demonic hordes in their eternal conflict with the celestial All of the following are Class Features of the Abyssal
forces of the heavens. Those mortals that fight alongside Dreadnought prestige class:
the fiends are often taught the ways of the abyssal
dreadnought and when they return to the material Weapon and Armor Proficiency: An abyssal
plane, they pass these skills on to others. The abyssal dreadnought is proficient with all simple and martial
dreadnought is a fearsome opponent who is able to weapons, light and medium armor, and shields (but not
shrug off blows that would fall the strongest Balor and tower shields).
they charge recklessly into battle, destroying anything
in their path. Not only are they ferocious combatants Improved Uncanny Dodge (Ex): At 1st level, an
but also crafty fighters who are able to avoid stealthily abyssal dreadnought can no longer be flanked, since he
placed blows and deal them out in turn. can react to opponents on opposite sides of him as easily
as he can react to a single attacker. This defense denies
REQUIREMENTS other characters the ability to use flank attacks to sneak
To qualify to become an Abyssal Dreadnought, a attack the abyssal dreadnought. The exception to this
character must fulfill all the following criteria. defense is a character at least four levels higher than
Race: Any with the Trace Blood (any evil outsider) the abyssal dreadnought can flank him (and thus sneak
racial ability, tiefling, half-fiend, or fiendish template. attack him). The levels from other classes that grant the
Alignment: Any Evil uncanny dodge ability stack to determine the minimum
Base Attack Bonus: +5 character level required to flank the character.
Feats: Endurance, Diehard. Detect Good (Sp): At will, an abyssal dreadnought can
Skills: Knowledge (the planes) 5 ranks use detect good, as per the spell.
Special: Uncanny dodge class feature.
Special: The character must have been trained by Fearsome Charge (Ex): At 2nd level, an abyssal
another Abyssal Dreadnought. dreadnought gains the ability to do a fearsome charge.
He gains a +4 to melee attacks when he charges, instead

Table: The Abyssal Dreadnought Hit Die: d10


Fort Ref Will
Level Base Attack Bonus Special
Save Save Save
Improved Uncanny Dodge, Detect
1st +1 +2 +0 +0
Good
2nd +2 +3 +0 +0 Fearsome Charge
3rd +3 +3 +1 +1 Damage Reduction 2/good and magic
4th +4 +4 +1 +1 Sneak Attack +1d6
5th +5 +4 +1 +1 Unholy Blight
6th +6 +5 +2 +2 Stunning Screech I
7th +7 +5 +2 +2 Damage Reduction 4/good and magic
8th +8 +6 +2 +2 Sneak Attack +2d6
9th +9 +6 +3 +3 Smite Good
10th +10 +7 +3 +3 Stunning Screech II
Class Skills (2 + Int modifier per level): Bluff, Climb, Craft (any), Intimidate, Jump, Knowledge (the planes),
Listen, Profession, Sleight of Hand, Spot, Survival, and Swim.

52
McCoy & McCoy

of the usual +2, but he now suffers a -4 penalty to his Stunning Screech (Su): At 6th level, an abyssal
AC for charging instead of the usual -2. The abyssal dreadnought can emit a piercing screech. All creatures
dreadnought may choose to do either a fearsome charge within a 30-foot radius must succeed on Fortitude
or a normal charge when charging. save DC 10 + ½ the abyssal dreadnought’s class level
+ Charisma modifier or suffer 1d6 points of sonic
Damage Reduction (Ex): At 3rd level, an abyssal damage and be stunned for 1d4 rounds. The abyssal
dreadnought gains damage reduction 2/good and magic. dreadnought can use this ability once per day. At 10th
At 7th level, this damage reduction increases to DR level the damage dealt increases to 1d8
4/good and magic. points of sonic damage and be
Sneak Attack (Ex): At 4th level, the abyssal stunned for 1d6 rounds. The
dreadnought gains a sneak attack of +1d6. This ability abyssal dreadnought can use
functions exactly like the rogue ability of the same this ability three times per
day at 10th level.

Smite Good (Su): Once per


day at 9th level, an abyssal
dreadnought may attempt to
smite good with one normal melee
attack. She adds her Charisma bonus
(if any) to her attack roll and deals
1 extra point of damage per abyssal
dreadnought level. If the abyssal
dreadnought smites a creature that is not
good, the smite has no effect, but the
ability is still used up for that day.

SAMPLE ABYSSAL
DREADNOUGHT

Ironmaw, the Demon Tyrant of the


West:
For twenty years, Ironmaw waged war
against his clan’s rivals, the Gnomes of
Vanguard, and for twenty years, he shed
blood and sweat as his rage against the
Gnomes played itself out and turned to
a cold, calculating hatred. His lust for
more power lead him to the Abyssal
Dreadnought Tirtha, who dwelled
deep within the barren lands. Under
her tutorage, Ironmaw embraced the
path of the abyss and returned to his
clan’s lands covered from head to toe
in demonic tattoos, a truly fearsome foe
to behold, intimidating even to his own
name. At 8th level, the abyssal dreadnought’s sneak Reivar kin.
attack increases to +2d6. This sneak attack ability stacks
with similar abilities from other classes. It was only when the last Gnome fell to his spiked
chain that Ironmaw knew his true calling was to bring
Unholy Blight (Sp): At 5th level, an abyssal dreadnought destruction to all who opposed his clan. He brought
can use unholy blight once per day, as the spell, with a his Reivar kin to Tirtha and together they have begun
caster level equal to the abyssal dreadnought’s character forging an army of Abyssal Dreadnoughts, all in
level. preparation of conquering the entire western kingdom
for themselves.

53
Children of the Planes

Ironmaw CR 11
Male Reivar ranger 5/barbarian 2/abyssal dreadnought 3
NE Medium Outsider (native)
Init: +4 Senses Darkvision (60 ft.), Listen +11, Spot +8
Languages Common, Dwarven, Infernal

AC 23, touch 16, flat-footed 19 (+4 Dex, +4 chain shirt,


+3 natural armor, +2 deflection)
hp 95 (5d8+2d12+3d10+40 HD)
DR 2/good and magic
Resist cold and fire resistance 5, evasion, +4 vs. poisons
Fort +14, Ref +6, Will +3

Speed 40 ft. (8 squares)


Melee +3 flaming spiked chain +18/+13 (2d4+1d6+5) or
Melee +3 flaming/+3 flaming spiked chain +16/+16/+11
(2d4+1d6+4/2d4+1d6+3) w/ Two Weapon
Fighting
Melee Bite +12/+7 (1d4+2) or
Ranged +1 throwing axe +15/+10 (1d4+3) or
Base Atk +10/+5 Grp +12
Special Actions Favored enemy (+4 humanoids
(Gnomes), +2 good-aligned outsiders),
rage 1/day, fearsome charge
Ranger Spells Prepared (CL 5th)
1st– cure light wounds
Spell-Like Abilities (CL 10th)
detect good (at will), rope trick (with chains)
1/day

Abilities Str 15, Dex 18, Con 19, Int 9, Wis 12, Cha 11
SQ wild empathy, animal companion, fast movement,
uncanny dodge, metalcunning, weapon familiarity
(spiked chain), darkvision 60 ft., Dwarf blood, trace
blood (devil)
Feats Alertness, Diehard, Endurance, Track, Two
Weapon Fighting, Weapon Finesse, Weapon Focus
(spiked chain)
Skills Climb +8 (+10 w/ rage), Craft (Blacksmithing)
+8, Craft (Metalworking) +17, Handle Animal
+8, Hide +4, Intimidate +7, Knowledge (the
planes) +6, Listen +11, Move Silently +6, Spot
+8, Survival +10
Possessions +3 flaming spiked chain, +2 chainshirt,
amulet of natural armor +3, horn of valhalla, 4 +1
throwing axes, iron-capped teeth, ring of featherfall,
ring of evasion, 3440 gp

54
McCoy & McCoy

Chartered Vindicator
The immortal beings charged with sustaining order Weapon and Armor Proficiency: A chartered
in the multiverse are strict in their choice of heroes. vindicator is proficient with all simple and martial
Rarely, a mortal of unyielding standards and devotion weapons, all types of armor (light, medium, and heavy),
meets the ideals of the deities of law. These most and shields (but not tower shields).
devoted servants are gifted with the powers necessary
to combat the forces of entropy and discord, the very Detect Chaos (Sp): At will, a chartered vindicator can
essence of chaos. Officially authorized by the gods to use detect chaos, as per the spell.
perform their duties, these warriors are sanctioned to
assert order and avenge disruption. These chartered Truth of the Law (Sp): At 1st level, the touch of a
vindicators are at the forefront of the battle against the chartered vindicator can compel the truth from others.
chaos of the world, trading blow for blow with those By making a successful melee touch attack, a chartered
who would seek to destroy not only civilization, but vindicator can compel the target to speak the truth
the very spirit of law itself. While they are sworn to (Will DC 10 + characters chartered vindicator class
the spirit of law, they also uphold the letter of the law level + the chartered vindicator’s Charisma modifer) as
and often act as justicars and judges, levying heavy zone of truth, with a set duration of 3 rounds plus the
punishments against those who would dare to disrupt the chartered vindicator’s Charisma modifier. The chartered
ancient laws put forth by the gods as well as civilization. vindicator may use this ability three plus his Charisma
modifier times per day.
REQUIREMENTS
To qualify to become a Chartered Vindicator, a character Smite Chaos (Su): Once per day at 2nd level, a
must fulfill all the following criteria. chartered vindicator may attempt to smite chaos with
Alignment: Any Lawful one normal melee attack. She adds her Charisma bonus
Base Attack Bonus: +6 (if any) to her attack roll and deals 1 extra point of
Skills: Sense Motive 5 ranks damage per chartered vindicator level. If the chartered
Special: The character must adhere to a code of conduct vindicator smites a creature that is not chaotic, the smite
(see below). The character must also worship a deity has no effect, but the ability is still used up for that day.
that offers the Law domain, is of lawful alignment, or
otherwise follow and devote themselves to a “lawful” At 5th level and again at 8th, the chartered vindicator
cause. may smite chaos one additional time per day, for a
maximum of three smite usages per day.
Class Features
All of the following are Class Features of the Chartered Grace of Law (Su): At 2nd level, a chartered vindicator
Vindicator prestige class: gains a bonus on all saving throws equal to her Charisma
bonus (if any).

Table: The Chartered Vindicator Hit Die: d10


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +2 Detect Chaos, Truth of the Law
2nd +2 +0 +0 +3 Smite Chaos 1/day, Grace of Law
3rd +3 +1 +1 +3 Aura of Will, Blessings of Law 1/day
4th +4 +1 +1 +4 Chaotic Resistance
5th +5 +1 +1 +4 Smith Chaos 2/day
6th +6 +2 +2 +5 Blessings of Law 2/day
7th +7 +2 +2 +5 Strike of Law
8th +8 +2 +2 +6 Smite Chaos 3/day
9th +9 +3 +3 +6 Blessings of Law 3/day
10th +10 +3 +3 +7 Stoic Defense
Class Skills (2 + Int modifier per level): Balance, Climb, Craft (any), Diplomacy, Heal, Jump, Knowledge
(religion), Profession, Ride, Sense Motive, and Swim.

55
Children of the Planes

Aura of Will (Su): At 3rd level,


a chartered vindicator gains
immunity to all charm and
compulsion effects. All allies
within 30 feet of the chartered
vindicator gain a +2 morale
bonus to saving throws against
charm and compulsion effects.

Blessings of the Law (Su):


At 3rd level, the chartered
vindicator may grant herself a
+3 bonus on any die roll once
per day, provided the roll is
being used to advance the cause
of law. For example, a chartered
vindicator can use this ability to
help punish a guilty criminal but
cannot use it to better her luck at
gambling. She must declare the
use of this ability before rolling.
At 6th level and again at 9th level,
the chartered vindicator can use
this ability one more time per
day, for a maximum of three
times per day at 9th level.

Chaotic Resistance (Su):


Beginning at 4th level, a
chartered vindicator gains a +4
bonus versus all spells and spell-
like abilities with the “chaotic”
descriptor and on all spells from
the Chaos domain.

Strike of Law (Su): At 7th


level, the chartered vindicator with chaotic characters, nor will she continue an
can channel the power of Law into any melee weapon association with someone who consistently offends her
that she wields. For a number of rounds equal to their moral code. A chartered vindicator may accept only
Charisma score, the chartered vindicator’s weapon henchmen, followers, or cohorts who are of a lawful
is considered lawful for all purposes of overcoming alignment.
damage reduction. This ability is usable once per day.
SAMPLE CHARETERED VINDICATOR
Stoic Defense (Su): At 10th level, a chartered vindicator
may steel their minds against magic that would compel Starlove, Champion of Gnomish Law:
them to act in a non-lawful manner. For one round per For almost a hundred years, Starlove has served as the
chartered vindicator level, a chartered vindicator may pillar of law and justice in her Gnomish community.
function as though under a mind blank spell. Her father passed some years before, but he died with
tears of joy in his eyes at the shining example of law
Code of Conduct: A chartered vindicator must be and goodness that his daughter had become. Then, a
of lawful alignment and loses all class abilities if she stranger came and brought with him the promise of a
ever willingly commits a chaotic act. While she may higher calling for Starlove.
adventure with characters of any non-chaotic alignment,
a chartered vindicator will never knowingly associate With a gentle yet stern hand, he revealed to her the

56
McCoy & McCoy

secrets of the Chartered Vindicator and showed her the disruption, heavy crossbow, quiver w/ 20 silvered bolts,
path she was truly meant to follow. When her training silver holy symbol, military saddle, 256 gp
was complete, Starlove asked her mentor who he was.
He revealed himself to be her distant ancestor, an Astral Starlove’s Paladin Mount
Deva by the name of Goldenfire. He had always been N Large magical beast
watching her and was quite pleased with her efforts as Init +1; Senses low-light vision, scent; Listen +6,
the champion of her Gnomish brethren. It was with her Spot +5
blessing that she left her community to bring law and Languages empathic link
justice to the other Gnomes in the world and be the heir
of her celestial guide and mentor. AC 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +8
natural)
Starlove CR 9 hp 45 (6 HD)
Female Vanuran paladin 6/ chartered vindicator 2 Resist improved evasion
LG Medium Outsider (native) Fort +8, Ref +6, Will +3
Init: +2 Senses Improved low-light vision, Listen +7,
Spot +2 Speed 40 ft. (8 squares), base speed 50 ft.
Aura courage (10 ft., allies +4 against fear) Melee 2 hooves +7 (1d6+4) and
Languages Celestial, Common, Gnome Melee bite +5 (1d4+2)
Space 10 ft.; Reach 5 ft.
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 chainmail Base Atk +4; Grp +12
armor, +1 deflection)
hp 59 (8d10+8 HD) Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Immune sleep, disease, fear SQ improved evasion, share saving throws, share spells
Resist acid and cold resistance 5 Feats Endurance, Multiattack, Run
Fort +14, Ref +12, Will +15 Skills Listen +6, Spot +5

Speed 20 ft. (4 squares)


Melee +2 keen greatsword +15/+10 (2d6+7, 19-20)
Melee +1 heavy mace of disruption +13/+8 (1d8+4)
Ranged heavy crossbow +8/+3 (1d10, 19-20)
Base Atk +8/+2 Grp +12
Special Actions Smite evil 2/day, smite chaos 1/day, lay
on hands (24 hp/day), turn undead 7/
day, truth of the law (DC 16)
Paladin Spells Prepared (CL 6th)
1st – cure light wounds, magic weapon
Spell-Like Abilities (CL 8th)
detect evil, detect chaos (at will), detect evil,
speak with animals 1/day, remove disease 1/
week

Abilities Str 16 (18), Dex 15, Con 13, Int 10, Wis 14,
Cha 19
SQ aura of courage, divine grace, grace of law, divine
health, special mount, slight stature, improved low-
light vision, Gnome blood, trace blood (celestial)
Feats Combat Reflexes, Power Attack, Weapon Focus
(Greatsword)
Skills Climb +3 (+4), Craft (Alchemy) +5,
Concentration +5, Hide +4, Knowledge (Religion)
+8, Listen +8, Move Silently +2, Sense Motive
+7, Spellcraft +1, Spot +2
Possessions gauntlets of ogre power, +2 keen
greatsword, +1 glamoured chainmail, +1 heavy mace of

57
Children of the Planes

Elysian Lion
Elysian Lions are the greatest champions of the Leonal. the class levels that gave the character his rage ability
Their guidance and teachings spread to their Leonork for purpose of determining how many times a day the
kin and in turn, the Leonork shared this knowledge to character can rage and when they gain access to the
those of celestial blood and goodly morals. The holy greater rage, tireless rage, and mighty rage abilities, if
rage of an Elysian Lion is born from the righteous anger applicable.
of their blood and their burning desire to eradicate
the existence of evil in any form. By augmenting their Detect Evil (Sp): At will, an elysian lion can use detect
already formidable battle ability and calling upon the evil, as per the spell.
seething fury of their celestial heritage, an Elysian Lion
gains the power of the heavens themselves and brings Wings of the Angel (Su): At 2nd level, an elysian lion
down its wrath upon their enemies. gains the ability to grow a pair of feathery white wings
from his back as a standard action and gains a 40 ft. fly
REQUIREMENTS speed with good maneuverability. The elysian lion can
To qualify to become an Elysian Lion, a character must use this ability once per day for up to one hour per class
fulfill all the following criteria. level.
Race: Any with the Trace Blood (any good outsider)
racial ability, aasimar, half-celestial, or celestial Smite Evil (Su): Once per day at 3rd level, an elysian
template. lion may attempt to smite evil with one normal melee
Alignment: Any Good attack. She adds her Charisma bonus (if any) to her
Base Attack Bonus: +5 attack roll and deals 1 extra point of damage per elysian
Feats: Power Attack, Cleave lion level. If the elysian lion smites a creature that is not
Skills: Knowledge (religion) 5 ranks evil, the smite has no effect, but the ability is still used
Special: Rage class feature. up for that day. At 6th level, the elysian lion may smite
Special: The character must have been trained by evil one additional time per day, for a maximum of two
another Elysian Lion. smite usages per day. At 9th level, the elysian lion may
smite evil one additional time per day, for a maximum of
Class Features three smite usages per day. This ability is in addition to
All of the following are Class Features of the Elysian any other smiting abilities the character may possess.
Lion prestige class:
Damage Reduction (Ex): At 4th level, an elysian lion
Weapon and Armor Proficiency: An elysian lion is gains damage reduction 2/evil and magic. At 8th level,
proficient with all simple and martial weapons, light and this damage reduction increases to DR 4/evil and magic.
medium armor, and shields (but not tower shields).
Stunning Blow (Su): At 5th level, an elysian lion can
Rage (Ex): An elysian lion’s class levels stack with stun any living creature he hits with a melee attack,
Table: The Elysian Lion Hit Die: d10
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Rage, Detect Evil
2nd +2 +3 +0 +0 Wings of the Angel
3rd +3 +3 +1 +1 Smite Evil 1/day
4th +4 +4 +1 +1 DR 2/evil and magic
5th +5 +4 +1 +1 Stunning Blow I
6th +6 +5 +2 +2 Smite Evil 2/day
7th +7 +5 +2 +2 Righteous Might
8th +8 +6 +2 +2 DR 4/evil and magic
9th +9 +6 +3 +3 Smite Evil 3/day
10th +10 +7 +3 +3 Stunning Blow II
Class Skills (2 + Int modifier per level): Balance, Climb, Craft (any), Diplomacy, Heal, Jump, Knowledge
(religion), Listen, Profession, Sense Motive, Spot, Survival, and Swim.

58
McCoy & McCoy

forcing them to make a Fortitude save (DC 10 + ½ the SAMPLE ELYSIAN LION
elysian lion’s class level + Strength modifier) or become
stunned for one round. This ability can be used a Sr’Vir, Lord of the Elysian Legion:
number of times per day equal to the elysian lion’s class The Moonstruck horde lay dead in the dust by the
level. At 10th level a failed save stuns the creature for hands of Sr’Vir, Heaven’s Glory Lord and Master of the
1d4 rounds. Elysian Legion. It was by his blade that the strength of
the Orcish tribes of the Dustrun Mountains were felled
Righteous Might (Sp): At 7th level, an elysian lion gains and it was his mighty roar that called the wrath of the
the ability to use righteous might once a day, as per heavens down upon the blackguards of Az’ryr. Sr’Vir,
the spell, with a caster level equal to the elysian lion’s the Leonork champion, lead his people to glory and he
character level. became the Elysian Lion he was destined to become, as
his father had been before him.

59
Children of the Planes

Sr’Vir CR 16
Male Leonork barbarian 7/ elysian lion 8
CG Medium Outsider (native)
Init: +1 Senses Darkvision (60 ft.), Listen +3, Spot +3
Languages Celestial, Common, Sylvan, Orc

AC 25, touch 17, flat-footed 24 (+1 Dex, +12 full plate,


+2 deflection)
hp 142 (7d12+8d10+60HD)
DR 4/evil and magic or 1/-
Resist trap sense +2, electricity resistance 5, medium
fortification (75% chance)
Fort +18, Ref +8, Will +10

Speed 40 ft. (8 squares)


Melee +3 silvered greatsword +25/+20/+15 (2d6+12,
19-20) or
Melee 2 claws +21/+16/+11 (1d4+6) or
Melee cold iron dagger +21/+16/+11 (1d4+6, 19-20)
Ranged +1 returning javelin +17/+12/+7 (1d6+7)
Base Atk +15/+10/+5 Grp +21
Special Actions greater rage 4/day, smite evil 2/day,
stunning blow I (DC 20), claws 1d4,
roar of fury (4d4, DC 19 for half
damage)
Spell-Like Abilities (CL 8th)
detect evil (at will), righteous might 1/day

Abilities Str 22, Dex 12, Con 18, Int 11, Wis 13, Cha 14
SQ fast movement, improved uncanny dodge, wings
of the angel, darkvision 60ft., Orc blood, trace blood
(leonal)
Feats Cleave, Dodge, Great Cleave, Improved
Critical (Greatsword), Power Attack, Weapon
Focus (Greatsword)
Skills Gather Information +7, Handle Animal +11, Hide
+1, Intimidate +15, Jump +9, Knowledge (the
planes) +7, Knowledge (religion) +6, Listen +3,
Move Silently +1, Sense Motive +6, Spot +3,
Survival +10, Swim +7, Tumble +3
Possessions +4 full plate of medium fortification, +3
silvered greatsword, +2 ring of protection, +3 cloak of
resistance, 5 +1 returning javelins, ring of substance,
cold iron dagger, holy symbol, 1000 gp ruby, 1450 gp

60
McCoy & McCoy

Necrosurgeon
Common medicine has long been viewed as obsolete Search 4 ranks, Spellcraft 4 ranks.
to those adventuring parties that have the services of Spells: Must be able to cast animate dead.
a cleric, whose magic is virtually painless and instant.
But, in some cultures where gods are not commonly Class Features
venerated or lands where clerical magic is scarce, a All of the following are class features of the
group of arcane magisters, skilled in the healing arts Necrosurgeon prestige class.
and knowledgeable in the ways of necromancy, have
created a hybrid system of medicine that combines Weapon and Armor Proficiency: Necrosurgeons do
the mundane aspects of the healing arts with the not receive proficiencies for any weapons or armor.
reanimating practices of necromancy. In essence, the
necrosurgeon fuses bones and flesh together through Spells: A necrosurgeon casts arcane healing spells,
a painful process that involves physical contact with which are drawn from the necrosurgeon spell list. A
the wounds and broken bones of a subject. For those necrosurgeon must choose and prepare her spells ahead
with internal wounds, this often means a surgical of time (see below).
procedure in which the necrosurgeon slices open the
victim and inserts his hand (or hands) into the patient’s To learn, prepare, or cast a spell, the necrosurgeon
body, touches the broken bone or wound, and then must have an Intelligence score equal to at least 10
mends it using the raw magic of necromancy. Though + the spell level. The Difficulty Class for a saving
the experience is understandably agonizing, the magic throw against a necrosurgeon’s spell is 10 + the spell
involved is still sound – after a few days of recuperation, level + the necrosurgeon’s Intelligence modifier. Like
the physical scars of the necrosurgeon’s work fade and other spellcasters, a necrosurgeon can cast only a
the patient is perfectly healthy. Arcane healing is not certain number of spells of each spell level per day.
limited to mending flesh and bones, either. It can be Her base daily spell allotment is given on Table: The
used to heal mental ailments, diseases, even magical Necrosurgeon. In addition, she receives bonus spells per
effects and poisons. The patient need only be willing day if she has a high Intelligence score.
to experience a few seconds of intense pain as the Unlike bards or sorcerers, a necrosurgeon may know
necrosrugeon works his “magic”. any number of arcane healing spells. She must choose
and prepare her spells ahead of time by getting a
REQUIREMENTS good night’s sleep and spending 1 hour studying her
To qualify to become a Necrosurgeon, a character must spellbook. While studying, the necrosurgeon decides
fulfill all the following criteria. which spells to prepare.
Skills: Heal 8 ranks, Knowledge (arcane) 8 ranks,
Table: The Necrosurgeon Hit Die: d6
——— Spells per Day —–—
Base
Fort Ref Will
Level Attack Special 0 1st 2nd 3rd 4th 5th
Save Save Save
Bonus
Healing Hands, Suffer the
1st +0 +0 +0 +2 3 1 — — — —
Cure
2nd
+1 +1 +1 +3 4 2 — — — —
3 rd
+1 +1 +1 +3 Therapy I 4 2 1 — — —
4th +2 +2 +2 +4 4 3 2 — — —
5th +2 +2 +2 +4 Therapy II 4 3 2 1 — —
6 th
+3 +3 +3 +5 4 3 3 2 — —
7th +3 +3 +3 +5 Therapy III 4 4 3 2 1 —
8 th
+4 +4 +4 +6 4 4 3 3 2 —
9th +4 +4 +4 +6 Therapy IV 4 4 4 3 2 1
10th +5 +5 +5 +7 Legendary Hands 4 4 4 3 3 2
Class Skills (2 + Int. modifier per level): Concentration, Heal, Knowledge (arcane), Knowledge (nature), Listen,
Profession, Search, Spellcraft, Spot, Survival, and Use Magic Device.

61
Children of the Planes

Healing Hands (Ex): Starting at 1st level, the 1ST-LEVEL NECROSURGEON SPELLS
necrosurgeon’s hands count as the arcane or divine focus Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
for any healing spells they use. The necrosurgeon also *Deaden: Reduces damage taken from Suffer the Cure ability.
gains a +2 competence bonus on all Heal checks. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max
+5).
*Obsidian Blade: Reduces damage and Fort DC on Suffer the
Suffer the Cure (Ex): A necrosurgeon with an Cure attempts.
Intelligence score of 12 or higher can heal wounds Restoration, Lesser: Dispels magical ability penalty or repairs
(her own or those of others) as a full round action by 1d4 ability damage.
touch. Each day she can heal a total number of hit
points of damage equal to 10 + her character level x 2ND-LEVEL NECROSURGEON SPELLS
her Intelligence bonus. A necrosurgeon may choose to Cure Moderate Wounds: Cures 2d8 damage +1/level (max
divide her healing among multiple recipients, and she +10).
doesn’t have to use it all at once. Delay Poison: Stops poison from harming subject for 1 hour/
level
Lacking the grace of divine healing, the necrosurgeon Inflict Moderate Wounds: Touch deals 2d8 damage +1/level
must make a melee touch attack that normally deals 1d4 (max +10).
Remove Paralysis: Frees one or more creatures from paralysis
points of damage to the target. The procedure involves
or slow effect
touching wounds and broken bones (often necessitating *Skeletal Amplification: Can transfer Con to Str at 1 per
the necrosurgeon to pierce the flesh with their fingers caster level.
to touch the affected area) and is intensely painful for *Skeletal Flexibility: Can transfer Str to Dex at 1 per caster
the target. For every 10 points of total damage healed, level.
the target must make a Fortitude save DC 20 – the *Skeletal Fortitude: Can transfer Dex to Con at 1 per caster
necrosurgeon’s class level or the target takes 1 point level.
of ability score damage to a random ability (roll a 1d6
to determine). This damage is temporary, and returns 3RD-LEVEL NECROSURGEON SPELLS
at a rate of one point per minute. As a necrosurgeon’s Cure Serious Wounds: Cures 3d8 damage +1/level (max
abilities improve, so does the recovery rate of her healed +15).
targets. Inflict Serious Wounds: Touch deals 3d8 damage +1/level
(max +15).
Remove Blindness/Deafness: Cures normal or magical
Therapy (Ex): At 3rd level, the necrosurgeon’s Suffer conditions.
the Cure technique has improved. Ability score damage Remove Curse: Frees object or person from curse.
dealt by the Suffer the Cure ability recover at 1.5 times Remove Disease: Cures all diseases affecting subject.
the normal rate. At 5th level, they recover at twice *Renew: Heals wounds at rate of 1 round/level
the normal rate. At 7th level, the necrosurgeon can
choose which ability score to damage instead of rolling 4TH-LEVEL NECROSURGEON SPELLS
randomly. At 9th level, the necrosurgeon no longer Cure Critical Wounds: Cures 4d8 damage +1/level (max
deals any ability score damage with her Suffer the Cure +20).
ability. Inflict Critical Wounds: Touch deals 4d8 damage +1/level
(max +20).
Legendary Hands (Ex): At 10th level, the necrosurgeon *Necrotherapy: Heal physical ability damage, dealing non-
lethal damage in process.
has perfected her arcane healing abilities and is able
Neutralize Poison: Immunizes subject against poison,
to take 10 on Heal skill checks, even if stress and detoxifies venom in or on subject.
distractions would normally prevent her from doing so. Restoration M: Restores level and ability score drains.
She also gains an additional +2 competence bonus on all
Heal checks. 5TH-LEVEL NECROSURGEON SPELLS
Break Enchantment: Frees subjects from enchantments,
Necrosurgeon Spell List: alterations, curses, and petrification.
0-LEVEL NECROSURGEON SPELLS (Cantrips) *Breath of Life: Restore a dead creature to life.
Create Water: Creates 2 gallons/level of pure water. Harm: Deals 10 points/level damage to target.
Cure Minor Wounds: Cures 1 point of damage. Heal: Cures 10 points/level of damage, all diseases and mental
Inflict Minor Wounds: Touch attack, 1 point of damage. conditions.
Detect Magic: Detects magic in a 60 ft. radius. * New spells.
Detect Poison: Detects poison in one creature or object.
Read Magic: Read scrolls and spellbooks.

62
McCoy & McCoy

New Spells: Material Component: A flawlessly crafted obsidian


scalpel worth 2,500 gp and a large onyx gem worth
Breath of Life 2,500 gp.
Conjuration (Healing)
Level: Necrosurgeon 5 Deaden
Components: V, S, M, DF Necromancy
Casting Time: 1 minute Level: Necrosurgeon 1
Range: Touch Components: V, S
Target: Dead creature touched Casting Time: 1 standard action
Duration: Instantaneous Range: Touch
Saving Throw: None, see text. Target: Creature touched
Spell Resistance: Yes (harmless) Duration: 2 full rounds
By channeling arcane power through a recently dead Saving Throw: Will negates (harmless)
creature, you can restore it to life. You can raise a Spell Resistance: Yes (harmless)
creature that has been dead for no longer than one hour When cast this spell numbs part of the body of the target
per caster level. In addition, the subject’s soul must be creature. The nerves in that area no longer send signals
free and willing to return. If the subject’s soul is not to the brain, allowing a necrosurgeon to apply their
willing to return, the spell does not work; therefore, a Suffer the Cure class ability without the patient suffering
subject that wants to return receives no saving throw. any points of damage. While the spell is in effect
the patient cannot move the affected body part. The
Coming back from the dead is an ordeal. The subject of necrosurgeon must specify an area of the body (head,
the spell loses one level (or 1 Hit Die) when it is raised, chest, arms, legs, etc.) to be affected by the spell. The
just as if it had lost a level or a Hit Die to an energy- patient still suffers the ability score damage from the
draining creature. If the subject is 1st level, it loses 2 necrosurgeon’s treatment; they just don’t feel any pain
points of Constitution instead (if this would reduce its during the procedure.
Con to 0 or less, it can’t be raised). This level/HD loss
or Constitution loss cannot be repaired by any means. Necrotherapy
A character who died with spells prepared has a 50% Conjuration (Healing)
chance of losing any given spell upon being raised, in Level: Necrosurgeon 4
addition to losing spells for losing a level. A spellcasting Components: V, S
creature that doesn’t prepare spells (such as a sorcerer) Casting Time: 1 full round
has a 50% chance of losing any given unused spell Range: Touch
slot as if it had been used to cast a spell, in addition to Target: Creature touched
losing spell slots for losing a level. Furthermore, since Duration: Instantaneous
the creature is being returned to life by arcane and not Saving Throw: Fortitude negates
divine magic, the creature permanently loses one point Spell Resistance: Yes
from any ability score (determined randomly). You heal all physical ability damage from the creature
touched (Strength, Dexterity, or Constitution). The
The raised creature returns to life with 1 hit point. Any nature of the necrosurgeon’s knowledge and skill means
ability scores damaged to 0 are raised to 1. Normal that this healing is not without its drawbacks. For
poison and normal disease are cured in the process of every point of ability damage healed in this manner the
raising the subject, but magical diseases and curses are creature suffers 1d2 points of non-lethal damage. This
not undone. While the spell closes mortal wounds and damage heals at the normal rate.
repairs lethal damage of most kinds, the body of the
creature to be raised must be whole. Otherwise, missing Obsidian Blade
parts are still missing when the creature is brought Conjuration (Creation)
back to life. None of the dead creature’s equipment or Level: Necrosurgeon 1
possessions are affected in any way by this spell. Components: V, S
Casting Time: 1 standard action
A creature who has been turned into an undead creature Range: Personal
or killed by a death effect can’t be raised by this spell. Effect: 1 obsidian blade 3 inches long
Constructs, elementals, outsiders, and undead creatures Duration: 1 hour/level
can’t be raised. The spell cannot bring back a creature Saving Throw: None
that has died of old age. Spell Resistance: No

63
Children of the Planes

Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature,
you channel positive energy that cures 1d8
points of damage +1 point per caster level
(maximum +10) each round that the spell is in
effect. An unwilling target who fails its saving
throw may attempt a new one at the beginning
of each round. For each round the creature is
affected by this spell, that creature suffers 1
point of ability damage to a random ability
score.

Since undead are powered by negative energy,


this spell deals damage to them instead of curing
their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to
take half damage.

Skeletal Amplification
Transmutation
Level: Necrosurgeon 2
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: 10 rounds + caster level
Saving Throw: Fortitude negates
When cast this spell creates a three inch long obsidian Spell Resistance: Yes
blade within the casters hand. The blade is black in color The target creature can transfer ability points from their
and has an extremely sharp edge and weighs less than a Constitution score to their Strength score at the rate of
pound. The blade allows the necrosurgeon to more easily 1 point per caster level. A character cannot have their
treat a patient. When used as part of a necrosurgeon’s Constitution reduced to 0 by this spell.
attempt to cure a person by using his Suffer the Cure
class ability the obsidian blade reduces the damage Skeletal Flexibility
taken by the patient by 1 point and reduces the Fortitude Transmutation
save DC by 1 when determining ability score loss. The Level: Necrosurgeon 2
obsidian blade can also be used to aid in Heal skill Components: V, S
checks. Doing so grants a +2 equipment bonus to the Casting Time: 1 full round
Heal check. Range: Touch
Target: Creature touched
Additionally, the obsidian blade can be used as a melee Duration: 10 rounds + caster level
weapon. Treat the blade as a dagger that deals 1d3 points Saving Throw: Fortitude negates
of damage on a successful hit, critical threat range of Spell Resistance: Yes
18-20/x2. The target creature can transfer ability points from their
Strength score to their Dexterity score at the rate of
Renew 1 point per caster level. A character cannot have their
Conjuration (Healing) Strength reduced to 0 by this spell.
Level: Necrosurgeon 3,

64
McCoy & McCoy

Skeletal Fortitude Breastplate, +1 deflection, +1 natural armor)


Transmutation hp 90 (6d8+4d6+50+3 HD)
Level: Necrosurgeon 2 Resist +4 vs. poison, electricity resistance 5
Components: V, S Fort +12, Ref +3, Will +11
Casting Time: 1 full round
Range: Touch Speed 20 ft. (4 squares)
Target: Creature touched Melee+1 morningstar +9/+4 (1d8+3)
Duration: 10 rounds + caster level Melee claw +8/+3 (1d4+2)
Saving Throw: Fortitude negates Ranged sling +5/+0 (1d6+2)
Spell Resistance: Yes Base Atk +6/+1 Grp +4
The target creature can transfer ability points from their Special Actions turn undead 8/day, death touch 1/day
Dexterity score to their Constitution score at the rate of (6d6), claw 1d4
1 point per caster level. A character cannot have their Cleric Spells Prepared (CL 6th)
Dexterity reduced to 0 by this spell. Any temporary hit 3rd – animate dead, dispel magic, remove
points gained by the use of this spell are immediately disease
lost when the spells duration ends. 2nd – darkness, death knell (DC 14), enthrall
(DC 14), gentle repose, lesser restoration
SAMPLE NECROSURGEON 1st – cause fear (DC 13), command (DC 13),
inflict light wounds (DC 13), magic stone,
Derig, Hand of Death and Life: sanctuary (DC 13)
Not all demonic-tainted births are cast out into the 0 – create water, detect magic, light, mending,
wilderness or smothered with pity at the hands of purify food and drink
their parents. For Derig, his birth was considered a Deity: deity of death and healing
“blessing” by his Gnome parents, both of whom were Domains: Death, Healing
clerics of an obscure god of death and healing, and he Necrosurgeon Spells Prepared (CL 4th)
was raised into their faith. Derig took to the worship 2nd – cure moderate wounds, delay poison,
of his deity feverishly and he soon found himself skeletal fortitude
surpassing his parents in power. 1st – cure light wounds (x2), deaden, obsidian
blade, lesser restoration
He took their lives in a ritual at his deity’s and parents’ 0 – cure minor wounds x2, detect magic, detect
request and they shed tears of joy as his dagger sent poison
them to be with their god and secured him the title of Spell-Like Abilities (CL 10th)
“Hand of Death and Life”. ghost sound, cause fear (DC 12), light 1/day

Derig turned to experimenting with the energies of life Abilities Str 14, Dex 9, Con 20, Int 14, Wis 14, Cha 13
and death and became a skilled surgeon in the process. SQ domain powers, suffer the cure (DC 16), therapy I,
It was his experiments on the living, the dead, and the lowlight vision, darkvision 60 ft., Gnome blood,
undead that lead him to the discovery of the ways of trace blood (demon)
the necrosurgeon. With the blessing of his deity, Derig Feats Extra Turning, Quicken Spell, Reach Spell,
travels from city to city, administering to the needs Toughness
of the sick and dying, taking life when he deems it Skills Craft (Alchemy) +5, Craft (leatherworking) +7,
necessary and saving those he needs to. “All for the Heal +17 (+19 w/healer’s kit), Hide +8,
sake of the balance” is his mantra and the painful yet Knowledge (arcana) +10, Knowledge (religion)
lifesaving practices of the necrosurgeon serve him well +6, Listen +6, Move Silently -1, Spellcraft +6,
in living by this creed. Search +7, Spot +2, Use Magic Device +3
Possessions +2 Breastplate, +1 morningstar, +1 ring
Derig CR 11 of protection, +1 amulet of natural armor, wand of
Male Skinx cleric 6/ necrosurgeon 4 cure light wounds (5th, 12 charges), 3 potions of lesser
N Small Outsider (native) restoration, 2 potions of cure light wounds, sling, sack
Init: -1 Senses Darkvision (60 ft.), Listen +6, Spot +2 with 50 sling bullets, surgeon’s tools, healer’s kit,
Languages Abyssal, Common, Draconic, Gnome, “World Famous Snake Oil Sage’s Cure-It-All” (false
Goblin medicine) (3 bottles), 12 gp

AC 19, touch 13, flat-footed 19 (+1 Size, -1 Dex, +7

65
Children of the Planes

Racial Adapt
The strength of Orcs. The variability of Humans. The Class Features
grace of Elves and Halflings. The endurance of Gnomes All of the following are Class Features of the Racial
and Dwarves. There are those who grow jealous of Adapt prestige class:
another race’s abilities and they strive to learn that
race’s secrets. There are a few who actually achieve the Weapon and Armor Proficiency: A racial adapt gains
ability to alter themselves in ways, whether magically or no new weapon or armor proficiency.
through extensive study, that allow them to use another
race’s racial abilities. Racial Advantage (Ex): At 1st level, the racial adapt
is able to call upon one of the racial advantages of the
These seekers of racial knowledge and abilities six primary races (Dwarves, Elves, Halflings, Humans,
are known as racial adapts and they can mimic the Gnomes, and Orcs). The racial adapt selects one of
racial abilities of other races. To accomplish this the six advantages at the beginning of the day and may
end, they must be devoted to the study of other races, not change it for 24 hours. The effect lasts until the
often engaging in years of study before they make the duration has ended and the racial adapt may change the
breakthrough and become full-fledged racial adapts. But racial advantage selected or can continue using the same
the price is well worth it, for they are able to unlock the one. It is a free action to decide which racial advantage
secrets of the other races and use them at their whim. the racial adapt wishes to use. These advantages stack
with similarly granted bonuses that are granted by the
REQUIREMENTS racial adapt’s own race or some other source. The racial
To qualify to become a Racial Adapt, a character must advantages available are as follows:
fulfill all the following criteria.
Race: Must have the “Trace Blood” or “Blood” racial  Dwarves: +2 bonus on all saving throws
ability for two or more races. versus spells and spell-like abilities.
Skills: Concentration 8 ranks, Knowledge (arcana) 5  Elves: Immunity to sleep spells
ranks, Knowledge (nature) 5 ranks, Knowledge (the and effects, +2 bonus on all saving throws
planes) 5 ranks, Knowledge (religion) 5 ranks. versus Enchantment effects.
Feats: Any racial feat.  Halflings: +1 luck bonus on all saving
Languages: Must speak five different unique racial throws.
languages (Elven or Goblin, for example).  Humans: Bonus feat. (This feat is
Special: The character must engage in extensive study selected from the general feat list and
of other races. This requires access to appropriate the racial adapt can only select one feat.
materials and the character must spend at least one hour The racial adapt must meet any necessary
a day in study to maintain the benefits of this class. prerequisites for the feat chosen. This
choice can not be changed and it is this
Table: The Racial Adapt Hit Die: d8
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Racial Advantage
2nd +1 +3 +0 +3 Bonus Racial Feat
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Bonus Racial Feat
5th +3 +4 +1 +4 Master of Disguise
6th +4 +5 +2 +5 Bonus Racial Feat
7th +5 +5 +2 +5 One as Many
8th +6 +6 +2 +6 Bonus Racial Feat
9th +6 +6 +3 +6
10th +7 +7 +3 +7 Bonus Racial Feat
Class Skills (6 + Int modifier per level): Balance, Bluff, Concentration, Craft (any), Decipher Script, Diplomacy,
Disguise, Gather Information, Knowledge (any), Listen, Perform, Profession, Sense Motive, Search, Spot, Survival,
and Use Magic Device.

66
McCoy & McCoy

one feat that is granted each time the demonic poems. Studying them for months in the acrid
racial adapt chooses the human racial depths of filthy caves, Gogtha returned to the city…
advantage.) changed. Flushed with renewed resolve she vowed to
 Gnomes: +2 bonus on all saving throws bring down her father and turn her kingdom of cutpurses
versus illusions, +1 to the difficulty class into a cult of assassins and demon worshipers. To better
for all saving throws against illusion spells integrate herself with other creatures, she began adapting
cast by the racial adapt. herself in a variety of magical techniques so she could
 Orcs: Darkvision with a range of 60 ft. understand, if not sympathize, with her potential throngs
of cultists. Now dubbed the Rag Queen, Gogtha is a
Bonus Racial Feat (Ex): At 2nd level and every other rising threat to Orrin’s organization and the city at large,
level after (4th, 6th, 8th, and 10th), a racial adapt gains a as her cult recruits new members from the countless
bonus racial feat. Any feat that has the racial descriptor rabble of the streets and sends them out to steal and kill
may be chosen as the bonus feat. The racial adapt does for her and the demon lords.
not have to meet any racial pre-requisite of the feat. For
example, a racial adapt who is not a Anzien may still A ruthlessly efficient combatant, Gogtha uses her
take a racial feat that has the “must be a Anzien” racial combination of underhanded tricks, vicious claws, and
requirement. fell bardic magic to fight her foes head-on. Adventurers
of all kinds fear her, for Gogtha is known to speak from
Master of Disguise (Ex): Upon reaching 5th level, the The Death of All Hope, reciting terrible poems in her
racial adapt, due to their extensive
studies of other races, is able to
disguise herself quite efficiently.
Whenever the racial adapt uses the
Disguise skill, she may take 10
even if stress and distractions would
normally prevent her from doing so
and gains a +2 competence bonus on
all Disguise checks. She takes no
penalties for attempting to disguise
as a different race.

One as Many (Ex): At 7th level,


the racial adapt’s Racial Advantage
ability improves. The racial adapt
is now able to have two racial
advantages active at the same time.

SAMPLE RACIAL ADEPT

Gogtha, the Rag Queen


Times have been both good and bad
for Gogtha, the once-called Rag
Woman. Her reputation proceeded
her, and her father Orrin appeared
to cut down the Rag Woman once
and for all. Gogtha fended off
her would-be assassins and fled
deep into the sewers, where even
oozes will not slither. There, in
the cracks of some long forgotten
tunnel, she spied a hellish glow,
and plucked up her most treasured
possession, the abyssal verses of
The Death of All Hope, a collection of

67
Children of the Planes

abyssal tongue that stab thorns into one’s very soul and
crush all semblance of beauty in spoken verse.

Gogtha CR 11
Female Skinx bard 4/barbarian 2/rogue 1/racial adapt 3
CE Small Outsider (native)
Init: +5 Senses Darkvision (60 ft.), Listen +8, Spot +1
Languages Abyssal, Common, Goblin, Gnome, Orc

AC 15, touch 14, flat-footed 14 (+1 size, +1 Dex, +3


padded armor)
hp 74 (2d12+5d6++3d8+30 HD)
Immune sleep
Resist +4 vs. poison, electricity resistance 5
Fort +10, Ref +8, Will +10

Speed 30 ft. (6 squares)


Melee +1 dagger +11/+6 (1d3+4, 19-20)
Melee claw +11/+6 (1d4+3)
Ranged +2 hand crossbow +10/+5 (1d3,19-20)
Base Atk +7/+2 Grp +6
Special Actions Claw 1d4, sneak attack +1d6, rage
1/day
Racial Advantage Selected Elves
Bard Spells Known (CL 4th)
2nd (0/day) – none
1st (2/day) – alarm, cause fear (DC 12), hideous
laughter (DC 12)
0 (3/day) – dancing lights, daze (DC 11), detect
magic, know direction, message, resistance
Spell-Like Abilities (CL 10th)
cause fear (DC 12), ghost sound, light 1/day

Abilities Str 17 Dex 13 Con 17 Int 16 Wis 12 Cha 13


SQ fast movement, uncanny dodge, trapfinding, bardic
music 4/day (countersong, fascinate, inspire courage
+1, inspire competence), bardic knowledge, racial
advantage, low-light vision, darkvision 60 ft, Gnome
blood, trace blood (demon)
Feats Stench of the Dretch (DC 18, DC 20 w/ rage),
Weapon Focus (claw), Improved Critical (claw),
Improved Initiative, Kiss of the Succubus (DC 16)
Skills Bluff +7, Climb +10, Concentration +11,
Decipher Script +7, Hide +7, Intimidate +6,
Jump+8, Knowledge (arcana) +8, Knowledge
(local) +7, Knowledge (nature) +8, Knowledge
(the planes) +8, Knowledge (religion) +8, Listen
+8, Literacy, Listen +6, Perform (orate) +9, Sense
Motive +4, Spot +1, Survival +6
Possessions +2 Hand crossbow, quiver w/30 bolts, +2
padded armor, filthy rag cloak, “The Death of All Hope”
(book of abyssal poetry), +1 dagger, 351 gp

68
McCoy & McCoy

Songstress
The beauty of a seductive song, the crashing waves of a Weapon and Armor Proficiency: Songstresses do not
chorus of dissonance, the soothing melody of a lullaby; receive proficiencies for any weapons or armor.
all of these are the chosen weapons of the songstress.
Graced with an enchanting voice, acquired through Spells: At each level, the songstress gains new spells
vigorous training or simply a gift of a blessed birth, the per day and an increase in caster level (and spells
songstress is able to weave subtle (and not so subtle) known, if applicable) as if she had also gained a level
magic into her songs. Only a woman is able to harness in an arcane spellcasting class to which she belonged
the powers of the songstress and it is a mystery as to before adding the prestige class level. The songstress
why this is. Many songstresses are bards who seek to does not, however, gain any other benefit a character of
expand their power while others are sirens bent on that class would have gained. If she had more than one
dominating and destroying all who oppose them with arcane spellcasting class before becoming a songstress,
their very voices. she must decide which class to add each level for the
purpose of determining spells per day, caster level, and
REQUIREMENTS spells known.
To qualify to become a songstress, a character must
fulfill all the following criteria. Song Weaving (Su): Beginning at 1st level, the
Gender: Female. songstress is able to weave magical effects into her
Skills: Knowledge (arcane) 5 ranks, Perform (singing) 8 songs. Using this supernatural ability requires a
ranks, Spellcraft 4 ranks. standard action and it has a somatic as well a verbal
Feats: Skill Focus (Perform). component. The Will save DC for each effect is
Spells: Must be able to cast 3rd level arcane spells. Three determined by a Perform check that the songstress rolls
of the spells (of any level) must be from the school of when she uses the effect. She may not take 10 or 20
Enchantment or having the sonic descriptor. on this roll nor does a natural 1 count as an automatic
failure. This ability may be used a number of times per
Class Features day equal to the songstress’s class level. It otherwise
All of the following are class features of the songstress follows the rules for the bardic music ability (see the
prestige class. PHB for more information). The different types of songs
Table: The Songstress Hit Die: d6
Base
Level Attack Fort Ref Will Special Spellcasting
Bonus
Songweaving (Song of
1st +0 +0 +0 +2 +1 of existing arcane spellcasting level
Charming)
2nd +1 +0 +0 +3 Natural Singer+1 +1 of existing arcane spellcasting level
Songweaving (Song of
3rd +1 +1 +1 +3 +1 of existing arcane spellcasting level
Discord)
4th +2 +1 +1 +4 Natural Singer +2 +1 of existing arcane spellcasting level
Songweaving (Song of
5th +2 +1 +1 +4 +1 of existing arcane spellcasting level
Suggestion)
6th +3 +2 +2 +5 Natural Singer +3 +1 of existing arcane spellcasting level
Songweaving (Song of the
7th +3 +2 +2 +5 +1 of existing arcane spellcasting level
Furies)
8th +4 +2 +2 +6 Natural Singer +4 +1 of existing arcane spellcasting level
Songweaving (Song of the
9th +4 +3 +3 +6 +1 of existing arcane spellcasting level
Wailing)
10th +5 +3 +3 +7 Natural Singer +5 +1 of existing arcane spellcasting level
Class Skills (4 + Int. modifier per level): Bluff, Concentration, Diplomacy, Disguise, Intimidate, Knowledge
(arcane), Listen, Perform, Profession, Search, Spellcraft, Spot, and Tumble.

69
Children of the Planes

are listed below: The songstress can affect a number of targets equal to
half her class level, rounded up. If a creature’s saving
Song of Charming: A songstress can use her song to throw succeeds, the songstress cannot attempt to confuse
cause one or more creatures to become charmed. Each that creature again for 24 hours and takes only half
creature to be charmed must be within 90 feet, able to damage. If its saving throw fails, the creature takes full
see and hear the songstress, and able to pay attention to damage and is affected as per the confusion spell.
her. The songstress must also be able to see the creature.
The songstress can affect a number of targets equal to Song of Suggestion: A songstress can use her song to
half her class level, rounded up. If a creature’s saving cause one or more creatures to follow a suggestion.
throw succeeds, the songstress cannot attempt to charm Each creature to be targeted must be within 60 feet, able
that creature again for 24 hours. If its saving throw to see and hear the songstress, and able to pay attention
fails, the creature is affected as per the charm monster to her. The songstress must also be able to see the
spell. This ability otherwise functions as per the charm creature. The songstress can affect a number of targets
monster spell. equal to half her class level, rounded up. If a creature’s
saving throw succeeds, the songstress cannot attempt to
Song of Discord: A songstress can use her song to cause make a suggestion to that creature again for 24 hours. If
one or more creatures to become confused and take its saving throw fails, the creature is affected as per the
1d6 of sonic damage per every two class levels. Each suggestion spell.
creature to be confused must be within 60 feet, able to
see and hear the songstress, and able to pay attention to Song of the Furies: A songstress can use her song to
her. The songstress must also be able to see the creature. cause one or more creatures to become affected by a
deafness spell while also taking 1d10
points of sonic damage per every
two class levels. Each creature to be
deafened must be within 60 feet, able to
see and hear the songstress, and able to
pay attention to her. The songstress must
also be able to see the creature. The
songstress can affect a number of targets
equal to half her class level, rounded up.
If a creature’s saving throw succeeds,
the songstress cannot attempt to deafen
that creature again for 24 hours and only
takes half damage. If its saving throw
fails, the creature is affected as per the
deafness spell.

Song of Wailing: A songstress can use


her song to cause one or more creatures
to become affected by a wail of the
banshee. Each creature to be deafened
must be within 60 feet, able to see and
hear the songstress, and able to pay
attention to her. The songstress must
also be able to see the creature. The
songstress can affect a number of targets
equal to half her class level, rounded up.
If a creature’s saving throw succeeds,
the songstress cannot attempt to use
this ability on that creature again for
24 hours. If its saving throw fails, the
creature is affected as per the wail of the
banshee spell.

70
McCoy & McCoy

Natural Singer (Ex): At 2nd level, the songstress’s An’gilica herself remains wary – too many tales of the
singing talents improve. She gains a +1 perfection company of demons end in corrupting, tragic ends – but
bonus to all Perform: (Singing) checks. At 4th level hopeful that she can make a difference for the better in
and each even numbered level afterwards, she gains the path she has been set upon.
an additional +1 bonus, up to a maximum of +5 at 10th
level.

SAMPLE SONGSTRESS

An’gilica Eversong, Celestial Songstress:


The road was long, with times of joy, and hard lessons in
sadness: the passing of her Elven friend to the jaws of a
terrible beast, the grief that followed, and the splintering
of the band that had lost their passion for travel and
adventure. Though An’gilica tried to maintain ties she
realized their hearts had been emptied with the death
of their close friend. Feeling she could do no more,
An’gilica returned home – to find a fiendish Korali
– the misbegotten bastard of an Elf and a demon – had
wrought a horrible fate on her home and family. The
Eversongs were slain and her tiny village was besieged
by demons. Though she tried to lend what aid she could,
many died before her, familiar faces rediscovered for
the first time were destroyed in an instant, mocking her
heart and staining her memories.

Wounded and overcome with her loss, she sank to her


knees and sounded out a mournful tune from her song
horn, one so grief-filled that several demons paused
in their massacre, stricken with sudden pangs of alien
emotions – feelings of guilt and regret. In that moment,
An’gilica caught a vision of her family in the heavens,
her ancestors stretching back into antiquity, and a
Bralani who was herself An’gilica’s kin. She smiled
gently and kissed An’gilica’s forehead, and when the
young Bralinsidhe opened her eyes she was back in
her ruined village, cradling a gleaming silver horn, the
Gift of the Bralani, and surrounded by weeping demons
crying out for forgiveness. Without truly knowing her
course, she gathered the remorseful creatures up and
they left the village to seek out deeper, uninhabited
lands. There she began to teach them about songs and
joy, love and friendship, sadness and hope.

It has been many years since then, and An’gilica has


grown a great deal. She stands as the leader of the
small, strange community, trying to avoid the notice of
outsiders who would not understand them. An’gilica
continues to teach the demons, who over time have
changed in many ways. They remain uncertain, even
confused at times, and when provoked can be aggressive
and terrible as any true demon, but they fight their own
baser nature for the sake of the emotions they now
possess.

71
Children of the Planes

An’gilica Eversong CR 10 (Masterwork), Mandolin (Masterwork), +2 keen


Female Bralinsidhe bard 7/ songstress 2 longsword, +1 shortbow, quiver w/ 20 cold iron and
CG Medium Outsider (native) silvered arrows, +3 glamoured leather armor, ring of
Init: +4 Senses Darkvision (60 ft.), low-light vision, featherfall, ring of the ram (21 charges), 760 gp
Listen +8, Spot +7
Languages Celestial, Common, Draconic, Elven,
Sylvan

AC 19, touch 14, flat-footed 15 (+4 Dex, +5 leather


armor)
hp 41 (9d6+3 HD)
Immune sleep
Resist +2 vs. enchantment, cold and fire resistance 5
Fort +8, Ref +9, Will +9

Speed 30 ft. (6 squares)


Melee + 2 keen longsword +9/+4 (1d8+3, 17-20)
Ranged +1 shortbow +11/+6 (1d6+1, x3)
Base Atk +6/+1 Grp +7
Special Actions Song of Charming
Bard Spells Known (CL 9th)
3rd (1/day) – crushing despair (DC 16), lesser
geas (DC 16)
2nd (3/day) – cure moderate wounds, darkness,
sound burst (DC 15), suggestion (DC 15)
1st (4/day) – comprehend languages, sleep (DC
14), hideous laughter (DC 14), undetectable
alignment
0 (3/day) – detect magic, flare (DC 13), know
direction, message, prestidigitation, resistance
Spell-Like Abilities (CL 9th)
gust of wind 1/day (DC 15)

Abilities Str 12, Dex 19, Con 10, Int 15, Wis 12, Cha 17
SQ bardic music 7/day (countersong, fascinate, inspire
courage, inspire compotence +1), bardic knowledge,
natural singer +1, songweaving 1/day (song of
charming), lowlight vision, darkvision 60ft., elven
blood, trace blood (celestial)
Feats Dodge, Endurance, Skill Focus (Perform-Sing),
Toughness
Skills Bluff +6, Craft (Instruments) +12, Decipher Script
+12, Diplomacy +5, Hide +6, Knowledge
(Arcana) +11, Knowledge (Nobility and Royalty)
+7, Listen +8, Move Silently +5, Perform (Act)
+11, Perform (Comedy) +8, Perform (Oratory)
+12, Perform (Sing) +21, Perform (String
Instruments) +12 (+14 w/ masterwork instrument),
Perform (Wind Instruments) +12 (+14 w/
masterwork instrument), Search +4, Spellcraft +6,
Spot +7
Possessions The Gift of the Bralani (treat as a
masterwork horn that can be blown to cast atonement
and geas once a day as a 17th level caster), Flute

72
McCoy & McCoy

Tumult Lord
Upheaval, commotion, disorder, turmoil, and noise: such Detect Law (Sp): At will, a tumult lord can use detect
disasters always please the fickle deities of chaos. Few law, as per the spell.
mortals thoroughly embrace their gospel of madness,
devoting themselves solely to dissolving all expectations Chaos Touch (Sp): At 1st level, the touch of a tumult
and assurances in life. These champions of chaos lord causes confusion upon their enemies. By making
oppose law and regularity in every form and seek out a successful melee touch attack, a tumult lord can
opportunities to show just how random existence truly instill her target with a confusion effect (Will DC 10
is. They are unhindered by any sort of regulation and + ½ the tumult lord’s class level + Charisma modifier)
are usually seen as frivolous, if not downright insane, by that functions as per the spell with a set duration of 3
the common folk. Yet none can dispute the power of the rounds plus the tumult lord’s Charisma modifier. The
tumult lords, as it seems destiny itself bends to their will tumult lord may use this ability three plus his Charisma
and grants them the luck to survive the unthinkable and modifier times per day.
to live another day as a whirlwind of random discord.
Smite Law (Su): Once per day at 2nd level, a tumult
REQUIREMENTS lord may attempt to smite law with one normal melee
To qualify to become a Tumult Lord, a character must attack. She adds her Charisma bonus (if any) to her
fulfill all the following criteria. attack roll and deals 1 extra point of damage per tumult
Alignment: Any Chaotic lord level. If the tumult lord smites a creature that is
Base Attack Bonus: +6 not lawful, the smite has no effect, but the ability is still
Skills: Bluff 5 ranks used up for that day. At 5th level and again at 8th, the
Special: The character must adhere to a code of conduct tumult lord may smite law one additional time per day,
(see below). The character must also worship a deity for a maximum of three smite usages per day.
that offers the Chaos domain, is of chaotic alignment, or
otherwise follow and devote themselves to a “chaotic” Chaotic Fortune (Su): At 2nd level, a tumult lord
cause. gains a bonus to her saving throws. The amount of this
bonus is determined daily by rolling 1d6 and adding the
Class Features resulting number as a bonus to all saving throws. The
All of the following are Class Features of the Tumult duration of this effect is 24 hours and when that time
Lord prestige class: expires, the tumult lord re-rolls and takes whatever
number she rolls as her new bonus for that day. No
Weapon and Armor Proficiency: A tumult lord is effects may be used to re-roll this roll. The forces of
proficient with all simple and martial weapons, all types chaos are fickle, so their favor may be minimal one day
of armor (light, medium, and heavy), and shields (but yet plentiful the next.
not tower shields).

Table: The Tumult Lord Hit Die: d10


Base
Level Fort Save Ref Save Will Save Special
Attack Bonus
1st +1 +2 +0 +0 Detect Law, Chaos touch
2nd +2 +3 +0 +0 Smite Law 1/day, Chaotic Fortune
3rd +3 +3 +1 +1 Aura of freedom, Luck of Chaos 1/day
4th +4 +4 +1 +1 Lawful Resistance
5th +5 +4 +1 +1 Smith Law 2/day
6th +6 +5 +2 +2 Luck of Chaos 2/day
7th +7 +5 +2 +2 Chaotic Blow
8th +8 +6 +2 +2 Smite Law 3/day
9th +9 +6 +3 +3 Luck of Chaos 3/day
10th +10 +7 +3 +3 Slippery Mind
Class Skills (2 + Int modifier per level): Balance, Bluff, Climb, Craft (any), Heal, Intimidate, Jump, Knowledge
(religion), Profession, Ride, and Swim.

73
Children of the Planes

Aura of Freedom (Su): At


3rd level, a tumult lord acts as
though she were affected by a
freedom of movement spell for
a number of rounds per day
equal to her class level. This
effect is automatically used
when the tumult lord needs it
and deactivated when she is no
longer in need of it. All allies
within 30 feet of the tumult
lord gain a +2 morale bonus to
saving throws against effects
such as entangle or web, or
ones that would otherwise be
rendered useless by the freedom
of movement spell.

Luck of Chaos (Su): At 3rd


level, the tumult lord can re-roll
any roll she has made once per
day (except for the roll made
for the chaotic fortune class
ability). The new roll must be
kept, even if it is worse than the
original. At 6th level and again
at 9th level, the tumult lord can
use this ability one more time
per day, for a maximum of three
times per day at 9th level.

Lawful Resistance (Su):


Beginning at 4th level, a tumult
lord gains a +4 bonus versus
all spells and spell-like abilities
with the “lawful” descriptor and
spells from the Law domain. alignment and loses all class abilities if she ever
willingly commits a lawful act. While she may
Chaotic Blow(Su): At 7th level, the tumult lord can adventure with characters of any non-lawful alignment,
channel the power of Chaos into any melee weapon a tumult lord will never knowingly associate with lawful
that he wields. For a number of rounds equal to their characters, nor will she continue an association with
Charisma score, the tumult lord’s weapon is considered someone who consistently offends her moral code. A
chaotic for all purposes of overcoming damage tumult lord may accept only henchmen, followers, or
reduction. This ability is usable once per day. cohorts who are of a chaotic alignment.
Slippery Mind (Ex): This ability represents the tumult SAMPLE TUMULT LORD
lord’s ability to wriggle free from magical effects that
would otherwise control or compel her. If a tumult lord Ughan, Lord of the Chaotic Flame:
is affected by an enchantment spell or effect and fails The city was besieged by a rampant string of arsons, and
her saving throw, she can attempt it again one round once again the name Cook o’ the Tower returned to the
later at the same DC. She gets only this one extra chance lips of the townsfolk. First a prison, with all the guards
to succeed on her saving throw. and prisoners inside, then a temple to the god of law, and
then a watch tower. The people began to whisper of a
Code of Conduct: A tumult lord must be of chaotic new cult of fire and chaos, headed by Ughan, now self-

74
McCoy & McCoy

styled Lord of the Chaotic Flame, or at least someone


who looked somewhat like him – the scars seemed to
have changed position, the hair had grown back, the ears
were now both human, but the eyes – the pitiless gray
and piercing blue – they eyes were the same.

Bounty hunters are found slain and burned alive in


frightening wicker sacrifices and adventuring parties
have yet to flush out the arsonist anarchist, and many
wonder if there will be a town left before he is satisfied.

Ughan, Lord of the Chaotic Flame CR 12


Male Xiokin barbarian 5/ rogue 2/ tumult lord 4
CE Medium Outsider (native)
Init: +8 Senses Low-light Vision, Listen +8, Spot +3
Languages Common, Ignan

AC 22, touch 15, flat-footed 18 (+4 Dex, +6 chainshirt,


+1 shield, +1 deflection)
hp 95 (5d12+4d10+2d6+33)
Resist minimum fortification (10% to negate critical
hit), evasion, trap sense +1, +4 vs. transmutation
spells and effects, +4 vs. “lawful” descriptor
spells and spell-likes and spells from the Law
domain, fire resistance 30.
Fort +13, Ref +11, Will +7

Speed 40 ft. (8 squares)


Melee +3 warhammer +18/+13 (1d8+7, 19-20 x3)
Ranged +1 javelin +15/+10 (1d6+5)
Base Atk +10/+5 Grp +14
Special Actions sneak attack +1d6, rage 2/day, smite
law 1/day, chaos touch (DC 16)
Spell-Like Abilities (CL 11th)
detect law (at will), alter self 1/day

Abilities Str 19, Dex 18, Con 17, Int 12, Wis 12, Cha 13
SQ trapfinding, fast movement, illiteracy, improved
uncanny dodge, chaotic fortune, aura of freedom,
luck of chaos 1/day, minimum fortification, low-light
vision, human blood, trace blood (chaos beast)
Feats Alertness, Improved Critical (warhammer),
Improved Initiative, Iron Will, Weapon Focus
(warhammer)
Skills Bluff +14, Climb +11, Forgery +6, Handle Animal
+8, Hide +6, Intimidate +9, Jump +12, Listen
+8, Move Silently +4, Perform (oratory) +7, Ride
+11, Search +3, Sleight of Hand +7, Spot +3,
Survival +7, Swim +9 (+19), Tumble +5
Possessions +3 warhammer, +1 buckler, +2 chainshirt
of greater fire resistance, +1 ring of protection, +2 cloak
of resistance, ring of swimming, wand of fireball (5d6,
21 charges), 5 +1 javelins, 5 bottles of strong liquor,
flint and steel, 5 liquor-soaked rags, 1470 gp.

75
Children of the Planes

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by
the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from
the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of
the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Children of the Planes, Copyright 2007, Tangent Games: Authors: Chris McCoy and Christina McCoy

76

You might also like