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Unapproachable East.pdf - The Forgotten Realms

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Spirit folk are the descendants of humans and various spirits of<br />

nature found in and around the land of Rashemen. Spirit folk<br />

have two distinct subraces: river and mountain. All have very<br />

strong ties to the natural world as well as to human society.<br />

Spirit folk look human, although their eyebrows are thin<br />

and their complexions are very pale or golden. <strong>The</strong>y have no<br />

facial or body hair, but the hair on their heads is thick and luxurious.<br />

<strong>The</strong>y appear in all the diversity of humans, particularly<br />

the Rashemi race, and many come close to the ideal of human<br />

beauty in their society.<br />

Spirit folk speak Common and Fey.<br />

Most spirit folk encountered outside of their homes are<br />

warriors; the information above describes a 1st-level spirit<br />

folk warrior.<br />

Combat<br />

Though spirit folk prefer peaceful solutions to violence, they<br />

can fight courageously and skillfully when necessary. <strong>The</strong>y use<br />

a variety of weapons and prefer light armor.<br />

Low-Light Vision (Ex): Spirit folk can see twice as far as<br />

a human in starlight, moonlight, torchlight, and similar<br />

conditions of poor illumination. <strong>The</strong>y retain the ability to<br />

distinguish color and detail under these conditions.<br />

Spirit Folk Traits (Ex): Spirit folk have a number of racial<br />

traits, depending on their type. See Spirit Folk Characters,<br />

below.<br />

Spirit Folk Characters<br />

Any class can be a spirit folk character’s favored class. A multiclassed<br />

spirit folk’s highest-level character class does not<br />

count when determining whether she suffers an XP penalty.<br />

<strong>The</strong>se abilities and characteristics are common to both<br />

varieties of spirit folk.<br />

• Medium-size.<br />

• Land speed 30 feet.<br />

• Low-Light Vision: Spirit folk can see twice as far as humans<br />

in starlight, moonlight, torchlight, and similar conditions<br />

of poor illumination. <strong>The</strong>y retain the ability to distinguish<br />

color and detail under these conditions.<br />

• Automatic Languages: Common and Sylvan. Bonus Languages:<br />

Aquan, Auran, Giant, Goblin, Mulan, Rashemi,<br />

Shou, Tuigan.<br />

MOUNTAIN SPIRIT FOLK<br />

In addition to the spirit folk traits described above, mountain<br />

spirit folk have the following abilities and characteristics.<br />

• Mountain spirit folk have a base climb speed of 30 feet.<br />

• +2 racial bonus on Balance, Jump, and Tumble checks.<br />

Mountain spirit folk are at home on steep slopes and sheer<br />

pinnacles that would terrify most humans. Since mountain<br />

spirit folk possess a natural climb speed, they receive a +8<br />

MONSTERS OF THE EAST<br />

72<br />

racial bonus on all Climb checks and can always choose to<br />

take 10, even if rushed or threatened.<br />

• Once per day, a mountain spirit folk can use speak with<br />

animals to speak with any bird. This ability has a duration<br />

of 1 minute (the spirit folk is considered a 1st-level caster<br />

when using this ability, regardless of actual level).<br />

RIVER SPIRIT FOLK<br />

In addition to the spirit folk traits described above, river spirit<br />

folk have the following abilities and characteristics.<br />

• River spirit folk have a base swim speed of 30 feet. <strong>The</strong>y do<br />

not need to make Swim checks to swim normally. <strong>The</strong>y gain<br />

a +8 racial bonus on any Swim check to perform some special<br />

action or avoid a hazard, and they can always choose to<br />

take 10 on these checks, even if distracted or endangered<br />

when swimming. <strong>The</strong>y can use the run action while swimming,<br />

provided they swim in a straight line.<br />

• Water Breathing: River spirit folk can breathe water as<br />

easily as they breathe air.<br />

• +2 racial bonus on saving throws against spells and spell-like<br />

effects with the word “water” in the name of the effect.<br />

• Once per day, a river spirit folk can use speak with animals<br />

to speak with any fish. This ability has a duration of 1<br />

minute (the spirit folk is considered a 1st-level caster when<br />

using this ability, regardless of actual level).<br />

Taer<br />

Medium-Size Giant (Cold)<br />

Hit Dice: 2d8+5 (14 hp)<br />

Initiative: +0<br />

Speed: 20 ft., climb 20 ft. (hide armor); base 30 ft., climb<br />

30 ft.<br />

AC: 15 (+2 natural, +3 hide) touch 10, flat-footed 15<br />

Base Attack/Grapple: +1/+3<br />

Attack: Greatclub +3 melee; or slam +3 melee<br />

Full Attack: Greatclub +3 melee; or 2 slams +3 melee and bite<br />

–2 melee<br />

Damage: Greatclub 1d10+3; slam 1d3+2; bite 1d4+1<br />

Face/Reach: 5 ft./5 ft.<br />

Special Qualities: Cold subtype, darkvision 60 ft.<br />

Saves: Fort +4, Ref +0, Will +0<br />

Abilities: Str 15, Dex 10, Con 13, Int 7, Wis 10, Cha 8<br />

Skills: Climb +7, Hide +3*, Spot 2<br />

Feats: Toughness<br />

Climate/Terrain: Cold mountains<br />

Organization: Gang (2–5) or clan (10–40)<br />

Challenge Rating: 1<br />

Level Adjustment: +1<br />

Treasure: Standard<br />

Alignment: Usually neutral evil<br />

Advancement: By character class

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