A blue-skinned humanoid with red hair and pupil-less eyes assumes a defensive stance.

Loran CR 5

XP 1,600
Loran monk 5
LN Medium outsider (aquatic, native)
Init +2; Senses darkvision 60 ft.; Perception +9


AC 20, touch 20, flat-footed 15 (+2 Dex, +3 dodge, +5 monk)
hp 31 (5d8+5)
Fort +4, Ref +6, Will +7
Defensive Abilities evasion, still mind; Immune disease; Resist cold 5


Speed 40 ft., swim 40 ft.
Melee unarmed strike +8/+8 (1d8+8)
Special Attacks flurry of blows, ki pool (5/day, magic)


Str 18, Dex 15, Con 10, Int 10, Wis 18, Cha 10
Base Atk +3; CMB +8 (+10 grapple); CMD 27
Feats Combat ReflexesB, Defensive Combat Training, DodgeB, Improved GrappleB, Improved Unarmed StrikeB, Power Attack, Skill Focus (Acrobatics), Stunning FistB, Weapon Focus (unarmed strike)
Skills Acrobatics +13, Climb +8, Knowledge (religion) +5, Perception +9, Sense Motive +9, Stealth +10, Survival +5, Swim +16
Languages Aquan, Common
SQ amphibious, elemental affinity (water), high jump, maneuver training, slow fall


Environment any
Organization solitary, pair, or wave (3-10)
Treasure none

Lorans claim both the ancient patrons and the undine race as their progenitors. When the Patrons foresaw a need for disciplined, loyal aquatic allies, they enlisted undine volunteers to help shape a new race of agents to guard against the return of their nemeses. The Accord experimented with the creation of other races, sprinkling them throughout the cosmos to prepare for the revival of interplanetary war.

While not every loran chooses to pursue a monastic lifestyle, those remaining endured centuries guarding the memories and relics of the Patrons. Their discipline as unyielding as the coral ruins they live in, their mission controlled their culture, including career, lifespan, mating, and reproduction. They meditated on the history and teachings of the Patrons, passing principle down from generation to generation. They also maintained constant readiness from outside threats, knowing one day an enemy would come to shatter their walls and lives in search of galactic domination.

Loran Characters (11 RP)

Lorans are defined by their class levels-they don’t have racial Hit Dice. All lorans have the following racial traits.

Ability Score Modifiers: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Wisdom: Lorans discipline their minds and bodies, but have little exposure to outside culture and history.

Size: Medium. Lorans have no bonuses or penalties due to size.

Type: Outsider. Lorans are an engineered mutation from the older undine race. They have the outsider type and the aquatic and native subtypes.

Movement: Lorans have a base land speed of 30 feet and a swim speed of 40 feet.

Senses: Darkvision. 60 ft.: Lorans can see in the dark up to 60 feet.

Cold Resistance: Lorans have cold resistance 5.

Elemental Affinity: Loran sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Loran clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Greater Defensive Training: Lorans are cautious and defensive-minded. They gain a +2 dodge bonus to AC.

Amphibious: Lorans have the aquatic subtype but can breathe both water and air.

Languages: Lorans speak Aquan and Common. A Loran with a high Intelligence score can choose from the following: Aklo, Auran, Celestial, Giant, Ignan, Infernal and Terran.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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