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About ObadiThe creature before you appears as a goblin green skin, and yellow eyes, clothed in only a loincloth and carrying a sash of equipment, the creature has sandles upon it's feet. The loincloth is covering the business end of both sides and is held by another strip of cloth. The lanky creature looks at you intelligently.... Githzerai
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This creature is a thin and tall humanoid with sharp features, a somber face, and yellow eyes. Githzerai are a hard-hearted, humanlike people who dwell on the plane of Limbo, secure in the protection of their hidden monasteries. Githzerai average more than 6 feet tall and weigh about 160 pounds. Some have gray eyes instead of yellow. All of them dress in drab, unadorned clothing. As a rule, githzerai are close-mouthed, keep their own counsel, and trust few outside their own kind. They speak their own language (similar enough to the tongue of the githyanki that either could understand the other if they chose to speak instead of fight), but many also speak Common. The statistics block describes a 1st-level warrior. Many githzerai are monks; however, sorcerers, rogues, and multiclass githzerai (called zerths) are also indispensable members of a monastery. Githzerai, 1st-Level Warrior
COMBAT
Psionics (Sp):
Inertial Armor (Sp):
Spell Resistance (Ex):
Challenge Rating:
GITHZERAI SOCIETY
Rrakkma: As a special devotion, githzerai sometimes organize mind flayer hunting parties called rrakkma. A rrakkma consists of 4–5 githzerai of 8th level and 1–2 of 11th level, mainly monks, but also containing at least one sorcerer and possibly a rogue. A rrakkma does not return to its home monastery before slaying at least as many illithids as its membership. GITHZERAI AS CHARACTERS
— +6 Dexterity, –2 Intelligence, +2 Wisdom. —Medium size. —A githzerai’s base land speed is 30 feet. —Darkvision out to 60 feet. —Racial Feats: A githzerai gains feats according to its character class. —Special Qualities (see above): Psionics, inertial armor, spell resistance equal to class levels + 5. —Automatic Languages: Githzerai. Bonus Languages: Common, Slaad, Undercommon. —Favored Class: Monk.
Half-Rakshasa
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by Wade Norton, Dragon #313 Infamous for their greed and avarice, rakshasas often seek their victories by altering their forms and seducing powerful leaders or popular heroes. During the course of the seduction, a rakshasa often attempts to bend or break such a figure's ethical foundations with insidious pillow talk and hidden manipulations. If it suits the rakshasa's plans, a scandalous pregnancy might result. The rakshasa rarely has interest in any offspring resulting from such a tryst, and the child is left in the hands of the now disgraced humanoid. Half-rakshasa offspring are almost always reviled, both for the scandal associated with their births and for their inherent tendency toward evil and trickery. Half-rakshasas inherit the rakshasa love of an opulent lifestyle and surround themselves as best they can with fineries. They prefer to clothe themselves in the sheerest of silks and don the brightest gems. A half-rakshasa tends toward evil, but since its non-rakshasa parent often raises it, virtues and morals can be instilled while the child is still young and its mind is malleable. Should the rakshasa parent see a future use for its half-blood offspring, rest assured it will try to corrupt the child. Creating a Half-Rakshasa
A half-rakshasa uses all the base creature's statistics and special abilities except as noted here. Speed: The base creature's land speed increases by 10 feet. Armor Class: The base creature's natural armor bonus improves by +4. Attacks: If the base creature lacked claw attacks, it gains two claw attacks. When not using weapons, the half-rakshasa may attack with both claws at its highest attack value and gaining its full Strength bonus to damage with each claw. When using a weapon, a half-rakshasa often uses a claw attack as a secondary natural attack. Damage: The half-rakshasa's claw attack deals damage according to its size as shown below. Size Claw Damage
Special Attacks: A half-rakshasa has all the special attacks of the base creature and gains the following special attacks. Spell-Like Abilities: At will - empathy; 3/day - disguise self. Caster level equal to racial HD or 1st-level caster if the base creature lacks racial HD. Save DC equal to 10 + spell level + Charisma modifier. Special Qualities: A half-rakshasa has all the special qualities of the base creature and gains the following special quality. Damage reduction (Su): A haif-rakshasa has damage reduction 5/magic or piercing. Abilities: Change from the base creature as follows: Dex +2, Con +2, Cha +2. Empathy
Monk of the Four Winds
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The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features. Elemental Fist (Su)
This ability replaces stunning fist. Slow Time (Su)
This ability replaces abundant step. Aspect Master (Su)
This ability replaces timeless body. Aspect of the Carp: The monk’s skin becomes a coat of golden, iridescent fish scales, his neck grows gills, and his fingers become webbed. He can breathe water and gains a swim speed equal to his land speed. The carp is heroic and adventurous—a monk must be nonevil to take on the aspect of the carp. Aspect of the Ki-Rin: The monk’s skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop his head. He gains a fly speed equal to his land speed, but he must end each turn on the ground. If the monk does not land by the end of his turn, he falls from whatever height he has attained. The ki-rin is honorable, honest, and self-sacrificing—a monk must be lawful good to take on the aspect of the ki-rin. Aspect of the Monkey: The monk’s face becomes that of a monkey, and he grows a prehensile tail. The monk can pick up objects and make unarmed attacks with his tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to his land speed. The monkey is a creature of whimsy and a lover of pranks—a monk of any alignment can take on the aspect of the monkey. Aspect of the Oni: The monk’s skin becomes pitch black, and his hair turns white, black, red, or violet. He can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures—a monk must be evil to take on the aspect of the oni. Aspect of the Owl: The monk grows feathers, and his head becomes avian, with wide, unblinking eyes. He gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal—a monk of any alignment can take on the aspect of the owl. Aspect of the Tiger: Dark stripes appear on the monk’s skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly—a monk of any alignment can take on the aspect of the tiger. Immortality (Su)
This ability replaces perfect self.
Initiative
Perception
Speed 40 Offense
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Unarmed strike [dice]1d20+10 [/dice] Damage [dice] 1d6+3 [/dice] Elemental Strike acid, cold, electricity, or fire Elemental damage [dice] 1d6 [/dice] Flurry of blows
Scorpion whip
Rapier
Shuriken
Damage
Defense
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Hit points 35 Armor Class 27
Damage reduction (Su): 5/magic or piercing Fort 7
Evasion (Ex)
SR 8
Skills
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*Acrobatics 13 (+1 rank, +8 dex, +1 trait, +3 class) Appraise () Bluff () *Climb 7 (+1 rank, +3 Str, +3 class) *Craft () () Diplomacy Disable Device () Disguise *Escape Artist () Fly *Handle Animal 9 (+1 rank, +5 wis, +3 class) Heal *Intimidate Knowledge (Arcana) () *Knowledge (Dungeoneering) 7 (+1 rank, +3 int, +3 class *Knowledge (Engineering) () Knowledge (Geography) () *Knowledge (History) () Knowledge (Local) () Knowledge (Nature) 4 (+1 rank, +3 int) Knowledge (Nobility) () Knowledge (Planes) 4 (+1 rank, +3 int) *Knowledge (Religion) () Linguistics *Perception 11 (+3 rank, +5 wis, +3 class) *Perform *Profession *Ride *Sense Motive Sleight of Hand () Spellcraft 4 (+1 rank, +3 int) *Stealth 14 (+3 rank, +8 dex, +3 class) *Survival 10 (+1 rank, +5 wis, +3 class, +1 trait) *Swim 7 (+1 rank, +3 Str, +3 class) Use Magic Device Feats [bonus]
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Elemental Fist (Combat) You empower your strike with elemental energy. Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round. Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the Prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Improved Unarmed Strike (Combat)
Combat Reflexes (Combat)
Feat selected
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Weapon Finesse (Combat) You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Dodge (Combat)
Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Traits
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Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. Benefit: You gain a +1 bonus to Survival checks, and Survival is always a class skill for you. Log Roller (forest)
Equipment
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Adventurers sash Scorpion whip rapier weapon cord (2) Whetstone shuriken:
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