Challenge Rating (Large or Smaller) 1/4 1/2 1 2 3 4 5 6 7 8
Modifiers +4 HD Each size category larger than Large
+1 +1
Treasure: None. Alignment: Always neutral evil. Advancement: As base creature, or — if the base creature advances by character class. Level Adjustment: —.
RILKAN
COMBAT Whatever the rilkan does on the battlefield, she does with style and panache. Rilkan combat tactics are as varied as individual rilkans, but they enjoy taking risks that carry a reasonable probability of success.
SAMPLE RILKAN WARRIOR
MONSTERS
Hit Dice 1/2 1 2 3 4 5–7 8–10 11–14 15–18 19–22
Like the skarns (see page 15), the rilkans are descended from the enigmatic race known as the mishtai. Though the rilkans bear an ancient grudge toward their sister race, they get along quite well with members of most other humanoid races. Rilkans speak Common, but many know additional languages as well. They enjoy learning new tongues, not only to better communicate with other races, but also purely for the pleasure of learning.
CHAPTER 7
Saves: The necrocarnum zombie’s base save bonuses are as follows: Fort + 1/3 HD, Ref +1/2 HD +2, and Will +1/3 HD. Abilities: Increase from the base creature as follows: Str +4, Dex +4. A necrocarnum zombie has no Constitution score, its Wisdom score changes to 10, and its Charisma score changes to 1. Skills: A necrocarnum zombie loses any skill points derived from class levels. If this process leaves it with no skill points, it gains skill points equal to (2 + Int modifier) × 4. Hide, Listen, Move Silently, and Spot are treated as class skills for the necrocarnum zombie. It loses any racial skill bonuses the base creature had (including a human’s extra skill points) and gains a +4 racial bonus on Hide and Move Silently checks. Feats: A necrocarnum zombie loses any feats derived from class levels and any racial bonus feats the base creature had (including the extra feat a human gains). It gains Toughness as a bonus feat. Environment: Any. Organization: Any. Challenge Rating: A necrocarnum zombie’s challenge rating depends on its Hit Dice, according to the following table.
Rilkan, 1st-Level Warrior Medium Humanoid (Reptilian) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) AC: 16 (+1 Dex, +4 chain shirt, +1 buckler), touch 11, flatfooted 15 Base Attack/Grapple: +1/+1 Attack: Masterwork rapier +2 melee (1d6/18–20) or light crossbow +2 ranged (1d8/19–20) Full Attack: Masterwork rapier +2 melee (1d6/18–20) or light crossbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Racial aid, racial knowledge Saves: Fort +3, Ref +1, Will –1 Abilities: Str 10, Dex 13, Con 13, Int 9, Wis 8, Cha 10 Skills: Bluff +2, Diplomacy +2, Jump +1, Knowledge (all) +0 Feats: Weapon Finesse Environment: Any Organization: Solitary, pair, gang (3–6 plus 1 3rd-level rogue), or company (5–12 plus two 3rd-level rogues plus one 4th-level incarnate) Challenge Rating: 1/2 Treasure: See possessions Alignment: Chaotic good Advancement: By character class Level Adjustment: +0 A lithe humanoid gazes inquisitively at her opponents, a smile half-formed on her face. A bright band of pebbly scales on her neck betrays her nonhuman nature.
Rilkans are gregarious, rakish daredevils who revere trade and the garnering of knowledge. A rilkan warrior is trained for battle, but she has many other The average rilkan stands about as tall as a human and interests as well. She keeps a sharp eye on her surroundings weighs about 160 pounds. She wears beautiful, fi nely made to avoid unpleasant surprises. garments that harmonize with her colorful neck and forearm scales, which can range from turquoise to sapphire Combat to ruby. A rilkan warrior is open to talking out differences as often Because rilkans love trade and new experiences, they as she is to fighting. When battle begins, she tends to leap venerate merchants and tale-tellers. They are also calculated into combat with spirit and aplomb. risk-takers, so they hold their heroes in high regard. Their Racial Aid: Any time this rilkan warrior succeeds in using settlements are typically ruled by trading costers and the aid another action to assist another rilkan, she adds +3 to similar organizations. her ally’s roll rather than +2.
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