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Nathauan

The long-lived nathauans are dark cousins of the fey creatures of the surface world, distantly related to the elves, but not in the same way that drow are. Nathauans value their privacy and customs, and are often slow to make friends and quick to make enemies. Such alliances or rivalries can last for generations. Nathauans typically view other sentient races as inferior and occasionally consume them for sustenance, considering their flesh to be a delicacy. Most nathauans have a dark sense of humor and prefer to make threats to get others to follow their orders rather than employing diplomacy. However, once nathauans form familial bonds, they are quite loyal to and affectionate with their partners and family.

Physical Description: Although generally taller than humans, nathauans possess a graceful, fragile physique that is accentuated by their short, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils, typical in shades of red, violet or green and their skin is often as pale as marble. Their teeth are also filled with sharp, shark-like teeth that are perfect for consuming meat; nathauans do not eat vegetables. While nathauan clothing is often dark and utilitarian, there are members of their race who prefer more personal flair and garb themselves in suitably militaristic or otherwise impressive clothing.

Society: Nathauans prefer to shape their environs to suit themselves, often transforming large cavern complexes into cities of dark and somber beauty.

Relations: Nathauans are prone to dismissing or bullying other races. They typically do not care for neighboring races to venture too closely to their territory and will often engage in bloody border disputes with drow, duergar and svirfneblin. They regard surface creatures as weak “sunlanders” who are afraid of the shadows and who have no appreciation for the power of the nathauan peoples.

Nathauans have no qualms about engaging in acts of cannibalism or betrayal. They will occasionally kill and consume older and weaker members of their own race for special occasions, finding such activities to be perfectly normal and acceptable.

Alignment and Religion: Nathauan are reserved, but seemingly capricious creatures, yet value strength and beauty. Most nathauan are lawful evil, enjoying a rigid structure of mores and rules that dictate their lives, and enjoy circumventing their own rules in order to profit at the expense of others. Nathauans tend to worship darker gods, particularly those of trickery, strength or magic. Their patron goddess, Sybé of the Phantom Lights, is a goddess of trickery and dark magics.

Adventurers: Many nathauans embark on adventures out of a desire to explore the world, leaving their desolate underground realms to search for powerful new magics or to seek out lost kingdoms established millennia ago by their forefathers. Nathauans generally eschew melee classes like barbarians and monks because of their frailty, preferring instead to pursue their natural talents and take up spellcasting classes such as wizards, witches, and clerics, as well as more subtle classes such as rangers and rogues. It is exceptionally rare to find paladins among the ranks of this dark race.

Male Names: Bratheon, Frontes, Jendaris, Meridion, Stathael, Talar, Ythael, Zalaedik.

Female Names: Amantadala, Cenriote, Evandara, Kridae, Meristrae, Pharaxa, Seliadi, Troinadara, Valeriana.

Standard Racial Traits

  • Ability Score Racial Traits: Nathauans are typically nimble and studious, but not quite so charming to others. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
  • Type: Nathauans are humanoids with the dark folk subtype.
  • Size: Nathauans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Nathauans have a base speed of 30 feet.
  • Weapon Familiarity: Nathauans are proficient with khopeshes, and treat any weapon with the word “nathauan” in its name as a martial weapon.
  • Languages: Nathauans begin play speaking Common and Undercommon. Nathauans with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Illusion Resistance: Nathauans receive a +2 racial bonus on saving throws against illusions.
  • Spell Resistance: Nathauans possess spell resistance (SR) equal to 6 plus their total number of class levels.

Feat and Skill Racial Traits

Magical Racial Traits

  • Magical Affinity (Su): Nathauans are exceptionally skilled at recognizing magic when they encounter it and can use detect magic at will, using their total character level as caster level.

Senses Racial Traits

  • Darkvision: Nathauans see perfectly in the dark up to 60 feet. See Vision and Light.

Weakness Racial Traits

  • Light Vulnerability: A nathauan not under heavy cloak or cover within an area of bright light or sunlight immediately takes 1 point of Constitution damage, and 1 additional point per hour it remains in the area.

Race Traits

The following two traits (NOT racial traits, but race traits, as in Regional, Campaign, Magic, etc., yes, it’s confusing) are available to any Nathauan character.

Underworld Cunning (Nathauan): Growing up with the dangers that are ever-present in the subterranean world, your senses have been honed to detect threats all around you. You gain a +2 trait bonus on Initiative checks.

Magic of the Blood (Nathauan): Magic has always come easily to you, even though you may never have studied it. Your inborn talent grants you mastery of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s Save DC is Charisma-based.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Alchemist Add +10 minutes to the duration of the alchemist’s mutagens.
  • Antipaladin: Add +1 foot to the size of all the antipaladin’s aura class features. This option has no effect unless the antipaladin 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.
  • Arcanist: Increase total number of points in the arcanist’s arcane reservoir by 1.
  • Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
  • Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
  • Bloodrager: Add 1/4 to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers.
  • Brawler: Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
  • Cavalier: Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
  • Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
  • Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
  • Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the Fighter’s choice (maximum bonus +4). This bonus does not stack with Critical Focus.
  • Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
  • Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
  • Inquisitor: Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
  • Investigator: Gain a +1/4 bonus on all inspiration rolls.
  • Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
  • Monk: Add +1 to the monk’s CMD when resisting a dirty trick and +1/2 to the number of stunning attacks he can attempt per day.
  • Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
  • Paladin: Add +1 foot to the size of all the paladin’s aura class features. This option has no effect unless the paladin 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.
  • Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
  • Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
  • Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
  • Skald: Increase the skald’s total number of raging song rounds per day by 1.
  • Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
  • Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
  • Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
  • Swashbuckler: Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
  • Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Charm, Darkness, Earth, Magic, Rune, or Trickery domains.
  • Witch: The witch gains 1/6 of a new witch hex.
  • Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

Racial Archetypes

The following racial archetype is available to nathauans.

Gloomgate Witch (Witch)

Gloomgate witches commune with powers of darkness and shadow in order to achieve their aims, for good or ill. They have a deep and mysterious connection to the Plane of Shadow, and are able to walk among the shadows as if born to them.

Patron: A gloomgate witch’s patron is either shadow or darkness (see below).

Darkness (Patron): 2nd—shadow weapon, 4th—darkness, 6th—deeper darkness, 8th—shadow step, 10th—shadow walk, 12th—symbol of fear, 14th—hungry darkness, 16th—shadow evocation, greater, 18th—polar midnight.

Umbral Step (Su): At 2nd level, when a gloomgate witch stands in an area of dim light or darkness, she is able to take a 5-foot step as a standard action, stepping into a small extradimensional space on the Plane of Shadow. While in this extradimensional space, she cannot be attacked and remains hidden, beyond the reach of spells (including divinations), unless those spells work across planes. Spells cannot be cast across the extradimensional interface, nor can area effects cross it, but the gloomgate witch can see out of the extradimensional space as if they were able to see everything around the space where she exited. She is able to enter into and remain in this extradimensional space for a total one round per two levels each day, though these rounds do not need to be consecutive.

She can voluntarily make a 5-foot step in any direction and leave the extradimensional space, moving into any unoccupied space surrounding the space where she left, or she will be ejected into a random unoccupied space when the duration expires. If there are no unoccupied spaces available, she is ejected into the nearest available space, taking 1d6 points of damage for every 5 feet she ends up from her original distance. This damage cannot be avoided by any means, though it may be healed normally. This ability replaces the witch’s hex gained at 2nd level.

Gloombind (Su): At 6th level, a gloomgate witch is capable of inflicting overwhelming despair, albeit temporarily, upon a single target within 30 feet as a ranged touch attack. The affected creature gains the shaken condition for a number of rounds equal to the witch’s level. A DC (10 + the witch’s level) Will save reduces the duration to one round. The gloomgate witch may use this ability once per day at 6th level, an additional time at 7th level, and one additional time per day for every three levels thereafter to a maximum of six times at 19th level. This ability replaces the witch’s hex gained at 6th level.

Calling the Gloomgate (Su): At 10th level, the gloomgate witch is able to call into being the a manifestation of the Gloomgate; a shadowy portal made up of sinister grey gases that hints of anguished souls within its depths, moaning silently and trying to grasp at those beneath them. This 20-foot radius portal appears in the air centered above the witch, as high up as space allows, to a maximum of 100 feet. All enemies of the gloomgate witch that stand under the gate are subject to its effects. Each round that her foes stand underneath the manifestation must make a DC (15 + ½ the witch’s level) Will save or be affected as per the confusion spell. Creatures that succeed in the Will save are shaken for one round. The manifestation remains in effect for a number of rounds equal to the witch’s level, whereupon it dissipates harmlessly, but it may instead be dismissed as a free action. Dismissing the manifestation unleashes a number of bolts of black energy equal to (the witch’s Intelligence modifier +1) that strike any living target of the witch’s choosing, though no creature can be targeted by more than one of the bolts. These bolts cause the creature to take a -4 Strength penalty for 1d4 rounds unless it succeeds in a DC (10 + ½ the witch’s level) Fortitude save. Lesser restoration or any other effect capable of healing ability damage immediately removes this Strength penalty. If this Fortitude save succeeds, the creature is staggered for one round. The gloomgate witch may call the manifestation into being once per day at 10th level, and one additional time for every four levels thereafter, to a maximum of three times at 18th level.

Any creature that passes through the manifestation of the Gloomgate must succeed in a DC (10 + the witch’s level) Will save or become panicked for 1d4 rounds. This ability replaces the witch’s hex gained at 10th level.

Hexes: The following hexes complement the gloomgate witch archetype: discord, evil eye, misfortune, slumber.

Major Hexes: The following major hexes complement the gloomgate witch archetype: delicious fright, nightmare, speak in dreams.

Grand Hexes: The following grand hexes complement the gloomgate witch archetype: dire prophecy, summon spirit.

New Racial Rules

The following options are available to nathauans. At the GM’s discretion, other appropriate races may make use of some of these new rules.

Nathauan Equipment

Nathauans have access to the following equipment.

Inkwood Twig: There are very few woody plants that grow beneath the surface of the world, but the inkwood shrub is such a plant. Found growing in the glow of bioluminescent fungi near underground lakes, these curious plants can secrete an inky sap when damaged, and nathauans find that collecting twigs of the inkwood shrub are useful as easily transportable writing implements. The sap remains in the twig until squeezed out, and the twig itself makes for a handy stylus. You can write with it for about 24 hours before the twig is expended.

Item Cost Weight Craft DC
Inkwood Twig 2 gp

Racial Feats

The following feats are available to a nathauan character who meets the prerequisites.

Buried Lore

You are familiar with arcane secrets lost and thought long-forgotten.

Prerequisites: Int 13, nathauan, knowledge (arcana) 3 ranks

Benefit: You may reduce the DC of your knowledge (arcana) skill check by 5 for any one roll. You must decide to use this ability before the initial roll is made. You can use this ability a number of times per day equal to (1 + your Intelligence modifier; minimum 1).

Savage Boon

The practice of eating the flesh of sentient creatures is one with purpose for you.

Prerequisites: Con 14, base attack bonus +3, nathauan, Sharkbite

Benefits: If you consume at least a pound of flesh from a sentient creature (Intelligence 3 or higher), you gain fast healing 1 for one minute. You may use this ability one time per day.

Sharkbite (Combat)

You possess a wicked bite capable of easily shredding even the toughest of leather.

Prerequisites: Base attack bonus +1, nathauan

Benefits: You gain a bite attack. This is a primary natural attack that deals 1d4 points of damage.

Tanglefoot Expert

You are quite skilled in the use of tanglefoot bags, both as thrown weapons and as power components.

Prerequisites: Dex 15, nathauan, alchemy class feature

Benefit: When you throw a tanglefoot bag at a creature, the range increment is increased by 10 feet. Also, when you use a tanglefoot bag as a power component, you increase the DC to resist the spell by 1 (to a maximum of +4) for each bag you use, in addition to its normal effects.

Wicked Gnash (Combat)

The force of your bite is magnified, rivaling that of the most ferocious of sharks.

Prerequisite: Base attack bonus +6, nathauan, Sharkbite

Benefit: This feat increases the damage die of your bite attack by 1 (i.e. 1d4 increases to 1d6). Furthermore, when you damage an opponent with your bite attack, you cause that creature to bleed, making it take 1 point of bleed damage at the beginning of each round thereafter. Any creature that is immune to critical hits is immune to the bleed damage inflicted by this feat.

Special: You may select this feat up to three times. Its effects stack. This feat’s benefit does not stack with other special abilities, attacks, or items that allow you to deal bleed damage or increase the damage die of your bite attack.

Nathauan Magical Items

Nathauans have access to the following magic item.

Wyllstones

Aura moderate evocation and necromancy; CL 10th
Slot none; Price 47,200 gp; Weight .1 lb.

DESCRIPTION

This trio of cherry-sized, polished onyx gemstones carries forth the sinister darkness of the realms beneath the surface. Anyone carrying all three stones is immune to the effects of bright light or sunlight. Furthermore, if the bearer of these stones is holding all three of them in one hand, they are able to fire rays of pure darkness up to three times per day that function as the spell searing light, except that they affect good-aligned outsiders in the same way that searing light affects undead vulnerable to bright light. Finally, if the bearer is holding all three of them in one hand, they are able to summon up a flash of darkness once per day that acts as though the bearer had cast fear.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, fear, searing light; Cost 23,600 gp

Nathauan Spells

Battlefield Sigils

School abjuration; Level cleric 5, inquisitor 5, sorcerer/wizard 5, witch 5

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets three 5 ft. squares/level
Duration 1 round/2 levels or until discharged
Save Reflex half; Spell Resistance yes

DESCRIPTION

This spell lays out a veritable minefield of invisible sigil wards on any horizontal solid surface. The caster is able to choose individual squares within range to trap, up to the maximum number of target squares. Multiple wards cannot be cast in the same square, though wards can be cast into squares that are occupied by creatures. Whenever a creature enters a space with a sigil ward, even as a part of a Move action, or if the sigil ward is cast into the space that is already occupied by a creature, it explodes, dealing 1d4 points of damage per caster level (maximum 15d4) to the creature within that space before disappearing, its energy discharged. Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. Creatures moving through multiple spaces that have wards take damage from each ward they pass over, but may make a single Reflex save for all of the wards they discharge. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at the time of casting, and all sigil wards deal the same type of damage). When the spell’s duration expires, the sigil wards dissipate harmlessly.

See invisibility, true seeing, a gem of seeing, or a robe of eyes allows the user to see the sigil wards. These wards cannot be dispelled, but they can be removed individually by an erase spell.