For ages, troglodytes have been reviled and vilified by the races of the mortal realm. Very few ever looked past the race’s past exploits to find the good among them. That changed when the Chaos spoke to them. Chaos is what gave the troglodytes bravery enough to step out of their filthy hovels and seek interaction with the other races. Although some adhere to the old ways, these changed souls have found a place in the world and work harder than ever to deserve it.
Troglodytes have leathery skin covered in scales. Growths of bone sometimes form in the shape of horns on the head or around the neck and shoulders. Their hands and feet end in claws that some troglodytes learn to use as weapons, and they have powerful tails that allow them to keep their balance while moving swiftly and quietly.
Society: Troglodyte society is brutish, with the strongest members ruling over anything they can defeat through force. Those who seek to escape this society are the smaller, more intelligent lot.
Relations: As a race, troglodytes have a poor reputation with non-chaotic races, and particularly fey races, due in large part to their historical outlook of treating those races as
food. Individual troglodytes, however, seek redemption for the sins of their past and try, however impossible it may seem, to gain some modicum of peace with those races.
Alignment and Religion: Even troglodytes who have given up the barbaric ways of their kin don’t stray too far from their chaotic ways. Most have a firm respect for the Chaos, citing to others that without it, they would have never worked up the courage to become who they are.
Adventurers: Troglodytes adventure to free themselves from the stigma of their past. If a troglodyte can prove itself a capable ally, it has succeeded in the eyes of its newfound life. To be honored as something’s friend is the highest form of recognition to these troglodytes.
Personal Names: One-Blue-Eye, Two-Missing-Fingers, Walks-With-Limp
Clan Names: Barb-Tail, Mountain-Home, Sharp-Skull
|40 years||+3d6 years
(43 – 58 years)
(45 – 70 years)
(47 – 82 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3 ft. 9 in.||+2d8 in.||110 lbs.||+(2d8×5 lbs.)|
|Female||3 ft. 7 in.||+2d8 in.||90 lbs.||+(2d8×5 lbs.)|
Troglodytes usually have the following racial traits.
- Ability Score Racial Traits: Troglodytes are strong and tough, but they hail from a naturally brutish society. They gain +2 Strength, +2 Constitution, -2 Charisma.
- Type: Troglodytes are monstrous humanoids.
- Size: Troglodytes are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Troglodytes have a base speed of 30 feet.
- Languages: Troglodyte begin play speaking only Draconic. Troglodytes with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.
- Racial Skills: gain a +2 racial bonus on Stealth checks that increases to +4 in rocky areas. They always treat Stealth as a class skill.
- Stench (Ex): As a swift action, a troglodyte can release a terrible stench from its pores. This sickens every creature without stench that is within 10 feet of the troglodyte unless that creature succeeds at a Fortitude save (DC 10 + 1/2 the troglodyte’s level + its Constitution modifier). The Troglodyte can use this ability for a total number of rounds equal to 3 + its level each day. These rounds do not need to be consecutive.
- Darkvision: Troglodytes can see perfectly in the dark up to 60 feet.
Troglodytes can select the following racial traits.
- Chroma Scales (Sp): Some troglodytes possess underdeveloped stench glands and must hide to protect themselves. A chroma scale troglodyte with at least a 13 Charisma can cast vanish once per day, but can only use its stench racial trait once per day as well. The troglodyte’s caster level is equal to its character level.
- Eldritch Blood: Troglodytes who are born with innate power sometimes draw on it unknowingly. They gain +2 Strength, +2 Charisma, -2 Wisdom as well as a +2 racial bonus on Knowledge (arcana) and Spellcraft checks. Spellcraft is always treated as a class skill for them. This alters the troglodyte’s ability scores and replaces racial skills.
- Gas Adaptation (Ex): Some troglodytes have evolved their stench to be useful in situations other than sickening enemies. They are immune to the effects of gases (magical or otherwise) and grant allies within 10 feet of them a +4 circumstance bonus on saving throws against gas effects. This ability functions only while the troglodyte is conscious not if it is unconscious or dead. This replaces stench.
- Hunter-Gatherer: Troglodyte tribes sometimes prefer survival to subtelty. They gain a +2 racial bonus on Survival checks that increases to +4 in rocky areas. They always treat Survival as a class skill. This replaces racial skills.
- Shaman: Troglodytes from more shamanistic tribes begin play with +2 Constitution, +2 Wisdom, -2 Charisma. This alters the troglodyte’s ability scores.
The following options are available to all troglodyte characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. In addition, an troglodyte can pick any elf or halfling favored class bonus.
- Any Class: Add +1/2 round of stench.
- Alchemist: Add +1/4 to the number of toxic skin uses per day.
- Barbarian: While raging, increase Strength by +1/3 but suffer a -1/3 penalty to Intelligence and Charisma while fatigued after raging (the troglodyte falls unconscious if its Int or Cha are reduced to 0 as a result of this). If the troglodyte has tireless rage, it still suffers the penalty to Intelligence and Charisma for the duration.
- Darkseeker: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the darkseeker’s Wisdom modifier. The darkseeker adds +1/2 to the number of uses per day of that domain power.
- Necromancer: Gain 1/3 of a new cruelty.
- Ranger: Gain a +1/2 bonus on Survival checks.
- Rogue: Enemies take a -1 penalty to track the rogue by scent.
- Witch: Gain 1/6 of a new hex.
- Witchblade: Add +1 foot to the size of stench and all of the witchblade’s auras. This option has no effect unless the witchblade has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
The following feats are available to an troglodyte character who meets the prerequisites.
Some troglodyte tribes hold a special regard for the dead. Chieftains and shamans keep the skulls of their predecessors to consult on important matters.
When a troglodyte would gain a familiar, he can choose to gain the skull of a tribe member as his familiar instead of another option. The troglodyte’s skull familiar grants him a +3 bonus on a skill check the tribe member possessed in life.
Starting at 3rd level, the skull can speak with dead a number of times per day equal to the troglodyte’s spellcasting ability modifier. This replaces deliver touch spells.
Starting at 7th level, the skull can communicate with any creature that shares a language with the troglodyte. This replaces speak with animals of its kind.
Starting at 13th level, the skull can be used as a crystal ball worth 42,000 gp. The troglodyte can perform a one hour ritual and pay the difference in price to have the skull function as a different crystal ball. This replaces scry on familiar.
Section 15: Copyright Notice
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.