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Rilkan
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.
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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 modifi er) × 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.
Challenge Rating Hit Dice (Large or Smaller)
1/2 1/4 1 1/2 2 1 3 2 4 3 5–7 4 8–10 5 11–14 6 15–18 7 19–22 8
Modifi ers
+4 HD +1 Each size category larger than Large +1
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature, or — if the base creature advances by character class.
Level Adjustment: —.
Rilkans are gregarious, rakish daredevils who revere trade and the garnering of knowledge. The average rilkan stands about as tall as a human and weighs about 160 pounds. She wears beautiful, fi nely made garments that harmonize with her colorful neck and forearm scales, which can range from turquoise to sapphire to ruby. Because rilkans love trade and new experiences, they venerate merchants and tale-tellers. They are also calculated risk-takers, so they hold their heroes in high regard. Their settlements are typically ruled by trading costers and similar organizations. 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.
COMBAT
Whatever the rilkan does on the battlefi eld, 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
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, fl atfooted 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.
A rilkan warrior is trained for battle, but she has many other interests as well. She keeps a sharp eye on her surroundings to avoid unpleasant surprises.
Combat
A rilkan warrior is open to talking out differences as often as she is to fi ghting. When battle begins, she tends to leap into combat with spirit and aplomb.
Racial Aid: Any time this rilkan warrior succeeds in using the aid another action to assist another rilkan, she adds +3 to her ally’s roll rather than +2.
Racial Knowledge: All Knowledge checks are treated as trained skill checks for this rilkan warrior, regardless of whether she actually has ranks in the skill. She also gains a +1 competence bonus on all Knowledge checks and bardic knowledge checks.
Possessions: Chain shirt, heavy wooden shield, masterwork rapier, light crossbow with 10 bolts, potion of expeditious retreat, 23 gp. The sample rilkan warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 11, Con 13, Int 9, Wis 8, Cha 10.
SAMPLE RILKAN ROGUE
Rilkan, 3rd-Level Rogue Medium Humanoid (Reptilian) Hit Dice: 3d6+3 (16 hp) Initiative: +3 Speed: 30 ft. (6 squares) AC: 18 (+3 Dex, +5 +1 chain shirt), touch 13, fl at-footed 15 Base Attack/Grapple: +2/+2 Attack: Masterwork rapier +6 melee (1d6/18–20) or masterwork light crossbow +5 ranged (1d8/19–20) Full Attack: Masterwork rapier +6 melee (1d6/18–20) or masterwork light crossbow +5 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Improved fl anking, sneak attack +1d6 Special Qualities: Evasion, racial aid, racial knowledge, trapfi nding Saves: Fort +2, Ref +6, Will +0 Abilities: Str 10, Dex 17, Con 13, Int 10, Wis 8, Cha 14 Skills: Bluff +12, Diplomacy +6, Disguise +10, Hide +8,
Intimidate +6, Jump +6, Knowledge (all) +1, Move Silently +8, Sleight of Hand +10, Speak Language (Common,
Elven), Spot +5, Tumble +9 Feats: Dodge, PersuasiveB, Weapon Finesse Environment: Any Organization: Solitary, pair, gang (1 plus 3–6 1st-level warriors), or company (2 plus 5–12 1st-level warriors plus one 4th-level incarnate) Challenge Rating: 3 Treasure: See possessions Alignment: Chaotic good Advancement: By character class Level Adjustment: +0
Rilkan rogues are swashbuckling masters of derring-do who prefer to leap or tumble down from balconies to meet their enemies in mortal combat. They prefer working in teams to take advantage of their improved fl anking ability. Rogues of this race are also surprisingly knowledgeable about a wide array of topics, and they love a good conversation with an intelligent wizard or bard as much as they do a fi ght.
Combat
A rilkan rogue is quite capable of sneaking up on an enemy, but she would much rather announce her presence with heroic authority. She relies on fl anking and superior tactics rather than stealth to take down her foes.
Improved Flanking (Ex): This rilkan rogue gains a +4 bonus on attack rolls rather than the normal +2 bonus whenever she fl anks an enemy. Any other rilkans fl anking the same foe gain the same bonus as she does.
Racial Aid: Any time this rilkan rogue succeeds in using the aid another action to assist another rilkan, she adds +3 to her ally’s roll rather than +2.
Racial Knowledge: All Knowledge checks are treated as trained skill checks for this rilkan rogue, regardless of whether she actually has ranks in the skill. She also gains a +1 competence bonus on all Knowledge checks.
Substitution Levels: Rilkan rogue 1st, 3rd (see page 47).
Possessions: +1 chain shirt, masterwork rapier, masterwork light crossbow with 10 bolts, potion of cure light wounds, 32 gp. The sample rilkan rogue presented here had the following ability scores before racial adjustments: Str 12, Dex 15, Con 13, Int 10, Wis 8, Cha 14.
SAMPLE RILKAN INCARNATE
Rilkan, 4th-Level Incarnate Medium Humanoid (Incarnum, Reptilian) Hit Dice: 4d6+4 (25 hp) Initiative: +3 Speed: 30 ft. (6 squares) AC: 19 (+1 Dex, +5 +1 chain shirt, +3 +1 heavy steel shield), touch 11, fl at-footed 18 Base Attack/Grapple: +2/+3 Attack: +2 battleaxe +6 melee (1d8+4/×3) or dissolving spittle +3 ranged touch (1d6 acid) Full Attack: +2 battleaxe +6 melee (1d8+4/×3) or dissolving spittle +3 ranged touch (1d6 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Chakra bind, detect opposition, soulmelds Special Qualities: Essentia pool 4, evasion, incarnum radiance 1/day, moderate aura of chaos, racial aid, racial knowledge, uncanny dodge Saves: Fort +6, Ref +5, Will +6 Abilities: Str 12, Dex 12, Con 14, Int 8, Wis 15, Cha 12 Skills: Bluff +3, Diplomacy +3, Knowledge (arcana) +6,
Knowledge (all others) –1 Feats: Lightning Refl exes, Weapon Focus (battleaxe) Environment: Any Organization: Solitary, pair, or company (1 plus 5–12 1stlevel warriors plus 2 3rd-level rogues) Challenge Rating: 4 Treasure: See possessions Alignment: Chaotic neutral Advancement: By character class Level Adjustment: +0
A rilkan incarnate lives life to the fullest, seeking out every opportunity for new experiences and knowledge.
Combat
A rilkan incarnate relies on her agility and speed to win the day. After activating her incarnum radiance ability, she charges into combat and attempts to take out the toughestlooking foe fi rst. What could be more heroic?
Soulmelds: This rilkan incarnate can shape four soulmelds, drawn from the incarnate list. Each of her soulmelds has a maximum essentia capacity of 2. She currently has the