Louis Porter Jr. Design, Inc.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

Cavians are a race of humanoid rodents noted for their incredible psionic abilities. Fear of cavians comes naturally to those without psionic gifts, for these rat-folk can ‘see’ thoughts and emotions the way most humanoids can see color. Worse, most cavians are scions of a racial hive mind, a collective intelligence of phenomenal power.

Personality: Cavians communicate among themselves telepathically without the drawbacks and benefits of individual sentience. When they speak to creatures outside their hive mind, they often come across as shockingly blunt. The concept of the polite lie is alien to a cavian, and he always looks at a situation with cold logic. Even severed cavians who have lost access to the hive mind generally retain these traits.

Physical Description: Cavians resemble humanoid rats. Their slim bodies are covered by a coat of short fur, which grows longer with age. Cavian coats come in many different colors and patterns, with black, light brown and gray predominating. The creatures’ eyes are similarly varied, although more are dark than not. Albino cavians, with pure white fur and pink eyes, are more common than in most races.

Relations: As powerful as the cavian hive mind is and as formidable as many individual cavians are, neither could hope to live up to their reputations. Most people believe cavians can peer into their minds and delve into their deepest secrets without even trying, and control those minds with only a little more effort. Even powerful empires tread lightly around the hive mind’s goals. Severed cavians are just as feared by commoners, but powerful organizations prize them as spies. These cavians, many of whom feel a terrible emptiness due to their severance, often accept any task in return for a sense of belonging.

Alignment: The cavian hive mind is Lawful Neutral; all non-severed cavians share its alignment. Severed cavians generally start Lawful Neutral, but may quickly adopt other alignments as their individual personalities assert themselves.

Religion: The cavians are short on religiosity and, unusual for a psionic race, mysticism. Their hive mind is a sort of synthetic god unto itself. Severed cavians have no cultural grounding in religion and either avoid it as incomprehensibly alien or blindly surrender in a desperate search for belonging.

Language: All cavians speak common and their native tongue; the existence of the latter seems to point toward a pre-collective past for the race. Among themselves, cavians prefer to communicate telepathically.

Names: Cavians have no need for individual designations within the hive mind. Severed cavians, and those who deal with outsiders, find it convenient to adopt names derived from their language. As with that language, their tradition of clan and personal names seems to point to a pre-collective past. Whether the cavians actually retain knowledge of their former clans or simply adopt these names out of preference, perhaps even they do not know.

Clan Name: Adsila, Awenasa, Galilahi, Salali, Taysnita, Zitkata.

Male Names: Chepi, Eyota, Hurit, Izusa, Kanti, Niljon, Pauwau, Tahki.

Female Names: Alawa, Hausis, Keegsquaw, Numees, Onawa, Sinopa, Sokanon, Yepa.

Adventurers: Most cavian ‘adventurers’ are simply specialized agents of the hive mind, seeking knowledge and power for the collective advancement of their people. Severed cavians who take up the adventuring life do so for the same reasons as members of any other race.

Standard Racial Traits

  • Ability Score Modifiers: Cavians are physically weak but possessed of strong, organized minds. They gain +2 Dexterity, +2 Wisdom, and -2 Strength.
  • Size: Medium. As Medium creatures, cavians have no special bonuses or penalties due to size.
  • Base Speed: Cavian base land speed is 30 ft.
  • Languages: Cavians begin play speaking Cavian and Common. Cavians with a high Intelligence score can choose from the following: Giant, Goblin, Infernal and Caliban.

Defense Racial Traits

  • Alien Aura: Animals dislike cavians. Animals within 10 feet of a cavian with this racial trait must make a Will save (DC 10 + half the Cavian’s level + Charisma modifier) or become shaken. Animals with more hit dice than the cavian are immune to this effect. This is a mind-affecting fear effect.

Feat and Skill Racial Traits

  • Hive Mind (Su): The cavian is part of the hive mind. A Cavian gains a +2 racial bonus on all Knowledge checks from the hive mind’s ambient knowledge. This does not allow a Cavian to make untrained Knowledge checks. The cavian’s connection with the hive mind sometimes interrupts his normal train of thought; he suffers a -1 penalty on Bluff, Diplomacy and Sense Motive checks against creatures outside the cavian hive mind.

Offense Racial Traits

  • Bite: Cavians have a natural bite attack that deals 1d4 points of damage. It can be used as a secondary attack.

Senses Racial Traits

  • Thoughtsense (Sp): A cavian can sense the thoughts of nearby creatures. A cavian is treated as though under the constant effects of a detect thoughts spell (1st round effect) with a caster level equal to his level with a range of 20 feet. The cavian can suppress (and re-activate) this ability as a standard action. As a standard action the Cavian can focus on thoughts in the area to gain the 2nd round effect of detect thoughts for 1 round.

Alternate Racial Traits

The following racial traits are available to cavians to replace the standard cavian racial traits.

  • Collective Power: A cavian with this racial trait (who also possesses the hive mind racial trait) can temporarily gain access to a power he otherwise would not know. The cavian can take 10 on any skill check, even if he could not normally do so. The cavian can use this ability once per hour. This ability replaces thoughtsense.
  • Independent: The cavian with this trait gains a +4 bonus on saves against spells of the enchantment school and mind-affecting effects. The cavian suffers a -2 penalty on all Knowledge skill checks, but gains a +2 bonus on all Bluff, Craft, and Perform checks. This ability replaces hive mind and thoughtsense.
  • Seeds of Clairvoyance (Ex and Sp): Cavians with this ability are ideal infiltrators, able to see and hear through the eyes of those they infect with this disease. Cavian can infect a target on a successful bite. The DC is 10 + half character’s level + Charisma modifier. A cavian can attempt to infect a number of targets equal to his Wisdom modifier (minimum 1). A cavian knows if a target is infected. The seeds are neither a disease nor a poison, but are affected by resistance to either. Resistance to disease or poison applies to the seeds. Those immune to either or both are immune to the seeds. Once per day, a Cavian may cast the clairvoyance/clairaudience spell as a spell-like ability using his level as the caster level. This only works on targets infected by Seeds of Clairvoyance. While a cavian is using this ability, the target’s eyes glow with a faint blue light that is undetectable in bright or normal light but is clearly visible in dim light or darkness. This ability replaces Alien Aura.
  • Seeds of Clairvoyance

    Type injury; Save Fortitude DC see above

    Onset 1 hour; Frequency 1/day;

    Effect target is implanted with seeds; Cure 1 save.

    Note: A more psionically-focused Cavian can be found in the book NeoExodus Chronicles: Psionic Cavian book.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

Crystalline scholars of all things arcane, the cyneans are as mighty in mind as in body. While the psionically inclined might expect the cyneans to share their tendencies, these beings of living crystal are masters of magic, not mentalism. They can always be found seeking some mystical secret or long-lost spell.

Personality: The iconic cynean is as stoic and sedate as the rock crystal he so resembles. As a rule, these creatures are honorable and thoughtful. They are as slow to trust as to anger, though members of other races have come to trust in them. A cynean’s only passion is magic – and in this alone, he can be as fervent as the most fanatical human ideologue. Cyneans are often misunderstood by other races, who read either dullness or tranquility into their slow, deliberate way of thinking and their quiet nature. In fact, most cyneans are constantly thinking, their crystalline minds leaping from one thought to the next at great speed; they simply prefer not to articulate their thoughts and feelings until they’ve finished mulling them over internally.

Physical Description: Cyneans are orc-sized blocks of roughly humanoid crystal. A cynean is nearly as wide as tall, and many who do not know of this race mistakenly believe them a species of indomitable warriors. Despite the oddities of his appearance, a cynean is actually a living creature, not a construct or an elemental. In youth, a cynean’s body, which may be any color from rose quartz to jade, is light and almost entirely transparent. As the creature ages, his crystalline skin darkens and becomes more opaque; an ancient cynean may be black as night and entirely solid to the eye.

Relations: Cyneans receive the respect – and occasionally fear – of other races. Known for their immense magical abilities, they are often sought out by spellcasters – particularly wizards – hoping to expand their mystical knowledge. Cyneans respect casters of all races; those who lack magical abilities, they treat with a kind of polite pity, as a human might a pauper or a cripple. Because cyneans speak slowly and think things through thoroughly, they can grate on the nerves of those who prefer to think on their feet.

Alignment: Cyneans often appear lawful to outsiders because the passions that rule them are quite alien, but in their own way they are creatures of instinct and obsession. Most cyneans are split evenly between chaos, neutrality and good. Few cyneans are lawful and fewer still are evil.

Religion: Cyneans believe their arcane studies have unearthed underlying principles agreed upon by most major religions, and it is to these core principles they address their devotion. Cyneans believe in “life energy” permeating the planet and hope to see it increased; powers that destroy this “life energy,” such as undeath, are anathema to them.

Language: Cyneans speak their own language, a slow but methodical and highly detailed tongue, and common.

Names: Cyneans use different names for different purposes. A cynean has a version of his family name, which is usually taken from an honored forefather; this is his name as far as outsiders are concerned. He also has a personal name, often a diminutive of his family name, which he uses only with the closest friends and relatives.

Male Names: Axo-Sal, Dema-Ma, Gals-Pa, Has-Ona, Kas-Bi, Xan-Ti, Yav-Ma.

Female Names: Boasx, Iska, Joia, Kaxis, Maqia, Qan.

Adventurers: A cynean adventures to acquire the magical knowledge so craved by his race. Many cyneans live a life others would describe as adventurous. To a cynean, battling eldritch horrors, unearthing unimaginable secrets and wrestling with the fundamental forces of the universe is simply ‘field research.’

Standard Racial Traits

  • Ability Score Modifiers: Cyneans are extremely strong and sharp of mind, but their hard exteriors make them less agile than most. They gain +2 Strength, +2 Intelligence or Charisma, and -2 Dexterity.
  • Size: Medium. As Medium creatures, cyneans have no special bonuses or penalties due to size, but they are possessed of an unusual body shape.
  • Base Speed: Cynean base land speed is 30 ft.
  • Languages: Cyneans begin play knowing Cynean and Common. Cyneans with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Giant, Elven, or Terran.

Defense Racial Traits

  • Crystal Skin: A cynean’s hard crystalline skin grants it a +3 natural armor bonus to AC. The cellular structure of a cynean’s body is particularly vulnerable to force and sonic damage. The cynean automatically fails any save from an effect with the force descriptor. A cynean is vulnerable to sonic energy, taking half again as much damage (+50%) from sonic energy, regardless of whether a saving throw is allowed or if the save is a success or failure.
  • Mystic Body (Su): Some cyneans learn to manipulate the energies that course through their bodies to further protect them from harm. A cynean with this trait adds a deflection bonus to AC equal to his Intelligence modifier.

Misc. Racial Traits

  • Unusual Build: Cyneans are much bulkier and more heavily proportioned than most humanoids. As a result, cyneans must purchase armor and equipment (but not weapons) as though they were one size category larger.

Alternate Racial Traits

The following racial traits are available to cyneans to replace the standard cynean racial traits.

  • Arcane Body: A cynean can use the magical power contained in his body to fuel a metamagic spell. Once per day he can spontaneously cast metamagic spells at their normal casting times. This ability replaces mystic body.
  • Cynean Magic: Some cyneans manipulate their ambient energies to become potent conjurers. Cyneans add +1 to the DC of any saving throws against conjuration spells that they cast. Cyneans with a Charisma of 11 or higher also gain the following spell-like abilities: 1/ day—dancing lights, acid splash, and unseen servant. The caster level for these effects is equal to the cynean’s level. The DC for these spells is equal to 10 + the spell’s level + the cynean’s Charisma modifier. This ability replaces arcane body.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

Dalrean are a race of sentient, mobile plants. If a treant is a thinking tree, a dalrean is a thinking flower, and indeed, the spellcasters of this race are noted for their astonishing floral ‘spellbuds.’ Dalrean, who live exceedingly long lives, are closely tied to the natural cycles of life.

Personality: Dalrean are extremely social creatures, with a culture rooted in constant spore communication. A dalrean patch is invariably tranquil and united and under normal circumstances, individuals within it are likewise the most calm and sociable of creatures. A dalrean separated from the society of its kind becomes morose and nervous, and a dalrean deprived of even the substitute company of other intelligent creatures may become severely, even dangerously, unbalanced.

Physical Description: Dalrean are blueish-greenish- skinned, eyeless humanoids, slightly less than 6 ft. in height, with a ‘fin’ running from the top of the head to the small of the back. Some observers erroneously conclude from this that they are an offshoot of aquatic humans or elves from the deepest oceans. Beneath its relatively conventional exterior, a dalrean’s physiology is quite unique. Dalrean are actually plants, reproducing via seeds and deriving sustenance from photosynthesis. A dalrean possesses floral equivalents to the muscles and skin of most fauna, but these are little more than camouflage; its physical workings operate under entirely different principles. This difference is more obvious in the case of a dalrean spellcaster when the creature generates brilliant flowers called spellbuds on its body.

Relations: Because dalrean custom and psychology are so alien, and their homes so isolated, other races have little contact with these intelligent plants. Humanoids tend to see dalreans as a sort of bogeyman, equally capable of calm beneficence and unfeeling cruelty and switching from one to the other for reasons that would seem trivial to a creature of animal ancestry. For their part, the dalrean are mostly tolerant of their animalistic neighbors. If a dalrean patch’s customs are violated, however, they will neither forget nor forgive. Yet, because dalrean operate on a different timescale than most creatures, their vengeance may come countless centuries after an offender has died of natural causes, and the dalrean will scarcely know the difference.

Alignment: The vast majority of dalrean are true neutral as far as outsiders are concerned. The majority of exceptions appear to be Lawful Neutral or Neutral Good. Dalrean do not experience enough internal strife to make such distinctions; they are almost universally ‘good’ to their own patch and disinterested in the wider world, including dalrean of other patches.

Home Lands: Dalrean occupy the deepest wildernesses, from deserts to jungles, although they do favor warm lands over cold. Each dalrean patch is a nation unto itself, unable to comprehend such notions as politics or loyalty to creatures outside spore communication.

Religion: Dalrean psychology is unable to grasp the concept of a being “outside” the network of life, such as a god. Most dalrean patches subscribe to a belief in a universal interconnectedness that mimics, on a larger scale, the close connection the members of the patch experience among themselves, but beyond this nebulous concept, ‘divinity’ is outside the dalrean experience.

Language: Dalrean normally do not speak. They do have the ability to speak as normal humanoids, however they will often communicate by modulating their communications spores to elicit complex and tailored emotional responses; a humanoid “speaking” with a dalrean believes he is hearing the creature, or at least experiencing its thoughts telepathically, when his actual reactions are physiological. Dalrean can understand languages normally.

Names: Dalrean do not have names within their patches; such divisions make little sense to them. A dalrean forced to deal with “meat” races will adopt a nickname in the local language, usually one relating to plant life or nature.

Adventurers: At intervals known only to the dalrean, individuals will leave a patch and scatter like seeds in the wind. These wandering dalrean have trouble expressing their motives to animal-based intelligence; the best they can manage is to call their journey “spreading the oneness.” Other dalrean are forced into a life of adventure when misfortune befalls their patch.

Standard Racial Traits

  • Ability Score Modifiers: Dalrean are resilient and sociable, but somewhat dim-witted. They gain +2 Constitution, +2 Charisma, and -2 Intelligence.
  • Size: Medium. As Medium creatures, dalreans have no special bonuses or penalties due to size.
  • Base Speed: Slow. Dalrean base land speed is 20 ft.
  • Type: Humanoid Plant: Dalrean are unique creatures, possessing traits of both humanoids and plants. A dalrean is treated as both humanoid and plant for the purposes of effects that target a specific type of creature. Unlike most plants, a dalrean is not immune to poison, paralysis, or stunning, but they are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Languages: Dalrean begin play speaking Common. Dalrean with a high Intelligence can choose from the following: Aquan, Caliban and Sylvan.

Defense Racial Traits

Feat and Skill Racial Traits

Misc. Racial Traits

  • Bioluminescence: At will, a dalrean can cause any part of his body to glow, giving off light as a torch.
  • Sunlight Sustenance: A dalrean does not eat food, but must consume water like all living things. As long as it receives at least six hours of sunlight per day, a dalrean requires only ¼ the water a normal humanoid would. A dalrean deprived of adequate sunlight for more than two days at a time becomes fatigued until it gets at least six hours of sunlight. If it does not get sunlight for more than a week, it becomes exhausted until it gets at least six hours of sunlight. A one hour exposure to a daylight spell will fulfill a dalrean’s daily needs.

Senses Racial Traits

  • Darkvision: Dalrean have darkvision 60 ft. (they can see in the dark up to 60 feet.)

Weakness Racial Traits

  • Temperature Vulnerability: A dalrean has trouble regulating its body temperature. Dalrean have a -4 penalty to Fortitude saves made against environmental effects.

Alternate Racial Traits

The following racial traits are available to dalrean to replace the standard dalrean racial traits.

  • Photosynthetic Regrowth: A dalrean with this racial trait recovers lost hit points every hour rather than every day as long as it remains in direct sunlight for the entire hour. This ability replaces wildkin and stability.
  • Pithy Toughness: Dalrean with this racial trait gain Toughness as a bonus feat. This ability replaces wildkin and stability.
  • Thorns (Ex): Thorny spikes protrude from the dalrean’s body and joints, giving the dalrean a jagged profile and making him dangerous to grapple. A dalrean with this racial trait is considered to have armor spikes, even while wearing armor. Wearing actual armor spikes provides no additional benefit, though the dalrean may choose to use armor spikes instead of his thorns. This ability replaces stability.
  • Wildkindred: A dalrean with this racial trait can cast speak with plants once per day as a spell-like ability using his level as caster level. This ability replaces wildkin.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

The most primal and barbaric of the savage humanoids have nothing on the enuka. Enuka are ferocious creatures of the wild lands, animalistic predators blessed with humanoid form and intelligence. This combination has not softened their instincts for battle and the hunt, but it has given them a fatalistic warrior culture well suited to their savage natures.

Personality: Most enuka are fierce, dour creatures, observing the world through the lens of predator and prey and seeing themselves at the top of the food chain. They are capable of surprising kindness and mirth toward their own and shocking brutality to rivals. An enuka does not understand concepts such as mercy or pity, but nor is he actively cruel; he kills for food, honor, or to send a message, not with the relish of the sadist but with the terrifying practicality of nature.

Physical Description: Enuka are massively built humanoids, covered in thick, tough fur and with animalistic features. Only their apish faces are bare. Curling, ram-like horns sprout from males’ heads. In addition, individual enuka have greatly varying features, as though the entire race were a sort of testing ground for savage gods. Powerful claws, armored exoskeletons and even gills are not unknown among the enuka.

Relations: Other races are wary of the enuka and with good reason. Enuka are fiercely territorial. Most tribes are willing to allow passage for hunting, other resource gathering, or even to trade – provided the outsider comes openly to the enuka and asks them for these boons. In enuka territory, it is difficult to ask permission, but impossible to ask forgiveness. Anyone who, through ignorance or malice, fails to appeal to the creatures before entering what they consider their lands faces only death. Enuka abroad are rare, but when they travel they are at turns mystified and disgusted by the civilized world.

Alignment: Most enuka are True Neutral, Chaotic Neutral or Chaotic Evil. Few are lawful.

Home Lands: Enuka dwell in the remotest wilderness as far from cities and farms as they can get.

Religion: Enuka are fatalistic regarding life and death. They acknowledge no higher power than the greatest predator, no life beyond the short, passionate existence on the mortal plane. While this nihilism would crush most other races, the enuka hardly seem to care.

Language: Enukas speak their own tongue. Those who leave their tribes or deal with outsiders also speak Common. Occasionally, enuka learn the tongues of giants or other savage humanoids.

Names: Enuka names are descriptive, and they prefer to have outsiders address them by the meaning rather than the sound. When in foreign lands, an enuka translates its name into the local language. Enuka may go through several names as they achieve new heights of prowess: Lizard-Leaper as a child, Elk-Gnasher as a hunter, Troll-Killer after a victory in battle, and so on.

Adventurers: Enukas are well suited to a life of adventure. If choice or circumstance pushes an enuka from his tribe, he will often gravitate toward adventuring circles, finding in the life-and-death play of sword and claw the closest analogue to his life in the wilderness.

Standard Racial Traits

  • Ability Score Modifiers: Enuka are neither smart nor personable, but they are prodigiously strong and resilient. They gain +2 Strength, +2 Constitution, -2 Charisma, and -4 Intelligence.
  • Size: Medium. As Medium creatures, Enuka have no special bonuses or penalties due to size.
  • Base Speed: Enuka base land speed is 30 ft.
  • Languages: Enuka begin play speaking Enuka and Common. An enuka with a high Intelligence can choose from the following: Giant, Gnoll or Caliban.

Senses Racial Traits

  • Low-light vision: Enukas have low-light vision (they can see twice as far as humans in conditions of dim light.)

Misc. Racial Traits

  • Mutations: For creatures so high on the scale of life, Enukas are remarkably protean. An Enuka character begins play with two mutations, chosen from the list of mutations presented below.
    • Acid Spray: The enuka possesses highly corrosive spittle which he can launch at nearby opponents. As a standard action, the enuka can spit acid in a 10-ft. line. The spray deals 1d6 points of acid damage; creatures affected by the spray can attempt a Reflex save for half damage (DC 10 + half the enuka’s level + the enuka’s Constitution modifier). The enuka is immune to his own acid spray but not to that of other enuka. The enuka can use this ability once per hour.
    • Blinding Spit: The enuka’s spittle can cloud the eyes of his enemies. As a standard action, the Enuka can spit this blinding substance as a ranged touch attack against a target within 20 feet. The target must make a Reflex save (DC 10 + half the enuka’s level + the enuka’s Constitution modifier) or be blinded for 1 round. An enuka that also has the acid spray mutation can combine the two in a single attack, expending a use of both. The enuka is immune to his own blinding spit, but not to that of other enuka. The enuka can use this ability once per hour.
    • Blubber: Enuka with this mutation are very nearly grotesquely fat. They are extremely well-suited to cold conditions and have cold resistance equal to their Constitution modifier. However, an Enuka with this trait suffers a -1 racial penalty to all Charisma-based checks.
    • Claws: The enuka gains two claw natural attacks that inflict 1d4 damage on a successful hit. He can attack with both claws as primary natural weapons, or with one claw as a secondary attack. The enuka suffers a -2 penalty on Dex-based skills requiring fine manipulation, such as Disable Device and Sleight of Hand.
    • Climbing Spurs: The enuka’s feet and hands are equipped with piton-like spurs. The enuka has a Climb speed equal to half his base land speed.
    • Exoskeleton: The enuka’s body is covered with a hard, resilient carapace. This grants him a natural armor bonus of +2. Enuka with this mutation must pay double for manufactured armor.
    • Fangs: The enuka gains a bite natural attack that inflicts 1d6 damage on a successful hit. He can attack with his fangs as a primary natural attack or as a secondary attack (at -5) while wielding a manufactured weapon. An enuka with the blinding spittle or acid spray can trigger either of those abilities as a swift action on a successful bite attack.
    • Gills: The Enuka can breathe water as well as air. A gilled enuka can remain underwater indefinitely and gets a +2 racial bonus on Fortitude saves against inhaled or ingested poisons.
    • Greasy Fur: The Enuka has thick greasy fur, protecting him against acid damage. He gains acid resistance equal to his Constitution modifier. However, the Enuka suffers a -1 racial penalty to all Charisma-based checks.
    • Horns: The Enuka sports large, heavy horns. The horns are secondary natural weapons doing 1d4 points of piercing damage.
    • Keen Nose: The enuka’s senses are honed to a razor edge, granting him the scent ability.
    • Long Tongue: The enuka’s tongue is exceptionally long and powerful, and secretes a stick substance. The enuka can use its tongue to make touch attacks with a reach of 10 feet.
    • Massive: The Enuka is more massive than other medium creatures, standing over seven feet tall. The enuka may use weapon up to one size larger that it without penalty. The Enuka counts as being one size larger when calculating CMB and CMD.
    • Musk: The Enuka produces a powerful scent that terrifies other creatures. The Enuka adds his Constitution modifiers to Intimidate checks.
    • Prehensile Tail: The enuka’s tail can manipulate objects, including weapons. An enuka with a prehensile tail can use it to hold a secondary weapon or other object, just as though using its off hand. This does not grant the enuka additional attacks, merely an additional appendage.
    • Quadruped Locomotion: The Enuka is able to drop down onto all fours and move at a higher speed. When using the run action, an Enuka counts as having a base speed of 10 feet higher than normal.
    • Quills: The enuka can launch sharp quills from his body. As a standard action, the enuka can loose a volley of quills at a single creature within 30 ft, with no range increment. The enuka must succeed at a ranged attack against the target. If successful, he deals 1d8 points of piercing damage. An enuka can use this ability once per hour.
    • Thick Hide: An Enuka with the thick hide mutation is able to shrug off some of the damage taken. An Enuka with this ability gain DR 1/-. This damage reduction stacks with damage reduction from other sources such as the barbarian class ability.
    • Webbed Feet: The enuka’s feet and hands have thick webbing that helps him move in water. An enuka with webbed feet gains a Swim speed equal to his base land speed.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

The gevet claim to be the first to have mastered magic and that it is their descendants that ruled the lands as the first khans.

The gevet are human – or at least partially human – and part fiend. In ancient times it is believed that creatures from the lower planes were summoned and bred with the local populace. Though it is generally agreed that the First Ones were responsible for this breeding program, the gevet maintain they were the ones who encouraged this breeding.

Personality: The gevet are distant, aloof, reclusive and devious. Most gevet have a morbid fascination with death. They place great importance on their family and family ties. They consider females to be sacred vessels and blessed of the gevet. Gevets enjoy their freedom above all else.

Physical Description: Gevet tend to be smaller than humans, with flat faces that make them look exotic to other races. Their eyes are their most striking feature – a mottled sclera, a thin golden iris and five-lobed pupil. All gevet sport horns on their forehead. These horns grow throughout the gevet’s life and the elders sport massive horns. Hair is generally jet black or red. Skin is generally gold-tinted through pale white.

Relations: Gevet are very family-oriented. Family ties are tightly held and controlled. The elder matriarch of a gevet family is its absolute ruler and mistress. Paternity is rarely known as females tend to be very promiscuous and sexually active. Women of great beauty are given greater respect and deference. Women taken or bought into the tribes are given greater deference. Males serve to fight and protect the tribe. Gevet have difficulty understanding that other people do not share these views. Gevet families include many non-gevet females to keep the tribe prosperous and numerous.

Gevet can freely cross-breed with humans, such union create either Humans or Gevets (50-50 chance). Humans born from Gevets are viewed with suspicion outside the Dominion. Within the Dominion, there is no such prejudice.

Alignment: Gevets are selfish and seek only to advance their own family’s goals. This attitude makes them lean tend towards evil alignment. Good gevet are rare.

Home Lands: The gevet are nomads traveling the dunes of the desert. They do not have lands of their own per se. The gevet consider the Dominion to belong to be their domain.

Language: Gevet speak Qijomi as their first language. All gevet learn to speak Common from an early age. They add Abyssal, Ignan, Infernal and Terran to their list of bonus additional languages.

Names: Gevet always give the name of their family first, then their mother and finally their own unique name.

Family Names: All gevet claim descendence from one of the following families: Amne, Doroz or Varel. Variations, in the form of suffixes (-yata, -ina, -izia, -ara or -ala) are frequently used.

Male Names: Alned, Anatel, Jawal, Karem, Utam

Female Names: Awila, Fetema, Ofilia, Sara

Adventurers: Gevet become adventurers due to their love of freedom and a desire to see the world. Many are tasked by their mother or the matriarch of their tribe to complete a task. Every gevet dreams of returning home to his mother. Males tend to become rogues or rangers while female generally become clerics.

Standard Racial Traits

  • Ability Score Modifiers: Gevet are bright and agile but have little empathy towards others. They gain +2 to Dexterity, +2 to Intelligence, and -2 to Wisdom.
  • Size: Medium. As Medium creatures, gevet have no special bonuses or penalties due to size.
  • Type: Outsider blood. Gevet count as both outsider (native) and human for any effect related to race.
  • Base Speed: Gevet base land speed is 30 ft.

Defense Racial Traits

  • Resistant to fire (Ex): Gevet gain fire resistance 5. This resistance stacks with any other form of fire resistance they may gain.

Magical Racial Traits

  • Healing Hands (Female only): Female gevet add one to their caster level for any cure spell they cast. If a character cannot cast cure spells, she gains no benefits from this ability.

Offense Racial Traits

  • Vicious (Male only): Male gevet count as having one additional rogue level when determining sneak attack damage. Thus a 4th level male gevet rogue would have +3d6 damage. A character that does not have sneak attack gains no benefits from this ability.

Senses Racial Traits

  • Darkvision: Gevet have darkvision 60 ft. (the can see in the dark up to 60 feet.)

Kalisan (Civilized Caliban)

Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

Calibans are pale-white humanoid creatures native to the north. Calibans have a well-deserved reputation for cannibalism and savagery. Kalisans are the most civilized of their race and are indistinguishable physically from their feral caliban cousins, although calibans can distinguish one another.

Calibans tend to be much more feral and are less suited to be player characters. However the Kalisans are well-adapted.

Personality: Kalisans tend to be quiet and reserved, usually saying very little. That is until they unleash their savage war cries and charge the enemy. Calibans are filled with an inner rage that makes them ready for war. To that end, most of them avoid cities and large civilian populations.

Physical Description: Kalisans and calibans have white skin and dark colored eyes. Their skin is scarred and hardened by the many fights they had in their youth. The more scarred an individual is, the more respect he gathers from his tribe.

Relations: Kalisans form temporary alliances with the people they cannot conquer or dominate. These alliances are always short-lived as the kalisans either move on or attempt to conquer and dominate those around them.

Alignment: Most kalisans are Chaotic Neutral in alignment. This makes them unreliable unless forced into helping. Kalisans can be of any alignment, but lawful alignments are rare.

Home Lands: As their names implies, Kalisans travel most of their lives in search of easy pickings. When they do, they establish themselves in these areas. Kalisan is the only race not to have a single senator in the Imperial Alliance Senate. This is due to the Kalisans’ lack of respect for centralized government.

Religion: Kalisans are strongly shamanistic, worshiping destructive spirits. The idea that the destructive elements of nature must be conquered calls to the kalisans’ natural instincts. Calibans are not very religious as a whole.

Language: All calibans begin play speak Caliban and Common. Caliban and Balite are the same language, making the caliban tongue a common tongue. This is not exactly true, but speakers of both languages understand each other.

Names: Kalisans have a complex naming convention that includes the name of both their parents’ names and a unique name. The order in which they are given depends on the prestige of each parent at the time of the kalisan’s birth.

Male Names: Bredj, Gark, Kloorg, Rok, Tlaklan, Zoorfurg

Female Names: Akarma, Huelta, Karatel, Koorka, Teltana.

Adventurers: Kalisans frequently become adventurers because of a desire to understand other races. Scholars believe calibans do so to better understand and dominate those around them.

Standard Racial Traits

  • Ability Score Modifiers: Kalisans are strong and agile, but are dull and slow. They gain +2 Strength, +2 Dexterity, and -2 Intelligence.
  • Size: Medium. As Medium creatures, Kalisans have no special bonuses or penalties due to size.
  • Type: Caliban blooded: Kalisans are calibans for any effect related to race.
  • Base Speed: Kalisans base land speed is 30 ft.
  • Languages: Kalisans begin play speaking Balite (which they call Caliban) and Common. Kalisans with a high Intelligence score can choose from the following: Enuka, Giant, or Sylvan.

Defense Racial Traits

  • Kalisan’s Endurance: Kalisans gain Endurance as a bonus feat. If a Kalisan gains that feat again, the bonuses stack. This ability explains the Kalisans’ ability to travel great distances and thus earn their name.

Offense Racial Traits

  • Ferocity: Kalisans remains conscious and can continue fighting even if their hit point total is below 0. Kalisans are still staggered and loses 1 hit point each round. A Kalisan dies when its hit point total reaches a negative amount equal to its Constitution score.
  • Weapon Familiarity: Kalisans are always proficient with greataxes and falchions, and treat any weapon with the word “Kalisan” in its name as a martial weapon.

Note: “Feral” Calibans can be found in Enemies of NeoExodus: The Calibans.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

Prymidians are regal, red-skinned humanoids. Their stately demeanor and formidable build impress other races and their learning follows suit. The prymidians are a communication and language-inclined race, dedicated to scientific reason, research, expansion of knowledge and discovery. Their culture seeks to know all there is to know, and to communicate that knowledge to others. None know better than the prymidians that knowledge truly is power.

Personality: Although prymidians pride themselves on logic, communication and reason, they rarely fit the stereotype of the shy scholar. The typical prymidian possesses a forceful, even arrogant, personality. A prymidian’s knowledge of communication and language is unequal to any. Prymidian skills in the area of communication and language are so extraordinary; they have found ways for it to effect and manipulate eldritch and arcane magic at a basic level. A prymidian is contentious, skeptical, always questioning and probing the opinions and thoughts of those around him and arguing with anyone who disagrees. Prymidians strive to be objective and insist that argument is merely the crucible in which understanding forms, and certainly many of them hold to this ideal. To a prymidian, one who grasps the truth is truly wealthy; generous prymidians seek to increase the understanding of all and communicate that knowledge and information to others, while greedy members of the race hoard knowledge and lost languages or even attempt to impose a false truth, whatever it might be, on reality.

Physical Description: Prymidians are tall, lithely built humanoids with rich red skin, ranging from smoldering near-ebon to bright crimson. They are taller and heavier than humans on average, their bones and muscles denser. Most prymidians have silver or white hair; the rare dark-haired examples of the race are often looked upon with suspicion by their colleagues. Roughly one in a thousand prymidians has a most unusual feature physical feature, a throwback to their ancestral nature. These prymidians have long, rubbery tentacles beneath the skin of each of their arms. A prymidian with this physical feature can extend these tentacles to manipulate or strike objects at a surprising distance.

Relations: At best, prymidians look upon other races with pity. At worst, they hold them in contempt. All consider their race a small flame of enlightenment in a benighted, even savage world. Most humanoids look up to prymidians for their learning and regal bearing, but the scholars of other races have come to resent the prymidians’ dominance and predominance.

Alignment: The typical prymidian is true neutral, unconcerned with morality and torn between his creative and passionate side and his reason. Virtually no prymidian gives in to chaos, though, while many hone themselves to their concept of law. Prymidian arrogance sometimes leads to outright evil, but most reject extremes of morality.

Home Lands: Prymidians are relative newcomers to the world. If they possess a homeland of their own, it apparently lies on another world or plane of existence. Few prymidians gather in one place for long. They are usually encountered in small scholarly groups, and even these are nomadic as they scour the world for new tidbits of information to shed light on the universe.

Religion: To a prymidian, religion is a subject of logical consideration like any other. Virtually all prymidians reject the multitudinous deities worshiped by the masses, which they consider either illusory or a type of energy being. Some prymidians do find their reasoning leads them to belief in a “first cause” that set the universe in motion and may have a rational plan for it. Others are agnostic, postponing such speculation until they possess more information. Still others are true atheists, believing in a perpetual material universe entirely without cause or direction.

Language: Prymidians have a language of their own, which they employ strictly for scholarly debate among themselves. Because it is known only in closed scholarly circles, the prymidian language is considered a secret language, like Druidic.

Names: Prymidians’ secrecy about their language does not extend to their names. Unlike many creatures that often travel to new lands; they decline to adopt appropriate nicknames in the local tongue, considering these barbaric.

Family Names: Aponi, Chenoa, Eyota, Meda, Ogin, Tehya

Male Names: Gryn, Kynon, Moren, Oth, Yna

Female Names: Amser, Eys, Garan, Kieve, Talar

Adventurers: Prymidians adventure to acquire new information and experience new languages. The world is littered with scraps of knowledge from which a prymidian may derive new theories and make new discoveries. Magic, particularly in the form of tomes and scrolls, interests the prymidians as a branch of the sciences they have yet to properly codify. Language is even more important to a prymidian than magic. Meeting isolated tribes and strange creatures who have never spoken the common tongue is a rare thrill for most members of this race. Prymidians are naturally nomadic, and most have little fear of danger, so they find it only natural to seek hidden secrets in person. Besides, few prymidians are willing to trust the safety of the legacies of ancient science to a band of unwashed swords for hire.

Standard Racial Traits

  • Ability Score Modifiers: Prymidians are famous for their personability, but somewhat close-minded. They gain +2 to Charisma, +2 Constitution, and -2 to Wisdom.
  • Size: Medium. As Medium creatures, prymidians have no special bonuses or penalties due to size.
  • Base Speed: Prymidian base land speed is 30 ft.
  • Languages: All Prymidians begin play speaking Common and Prymidian. They may select any non-secret languages (such as druidic) as additional bonus languages.

Feat and Skill Racial Traits

  • Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, whether it is a racial tongue or a regional dialect. In addition, a prymidian can cast read magic at will as a spell-like ability with a caster level equal to his Hit Dice. This ability only applies to spoken languages. A prymidian does not retain the ability to speak or understand when not in the presence of a creature speaking that language.
  • Scholarly: A Prymidian gets a +2 racial bonus to all Knowledge and Linguistics checks.
  • Tentacles: Some prymidians possess the distinctive retractable tentacles of their ancestors on each arm. Prymidians with this racial trait receive Lunge as a bonus feat.

Alternate Racial Traits

The following racial traits are available to prymidians to replace the standard prymidian racial traits.

  • Academian: Prymidians with this racial trait can substitute a Knowledge check for a Profession check to earn a living. This ability replaces Scholarly.
  • Linguistic Protection: Prymidians have a +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component. Linguistics is always a class skill for them. This ability replaces Tentacles.
  • Verbose: Prymidians with this racial trait increase the save DCs against all language-dependent effects they use by +2. This ability replaces Arcane Polyglot.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

In ancient times, the First Ones enslaved all others; their plans were served well by countless thousands of unwilling servants. Once their slaves rose up and overthrew them, however, the First Ones were cast into the depths – bereft not only of their power, but also of the vast majority of the very slaves who brought them low.

The P’Tan were created to replace those slaves.

The P’Tan are a created race, fashioned from elemental shadow-stuff infused into what were initially crude mortal shells. By dark sorcery and darker worship, the First Ones made these creatures into a lasting race that could breed true without their magical influence… the better to provide them with slaves for all eternity.

Only a handful of P’Tan have escaped the crushing oppression into which their people were born, but those who have are perhaps the most determined foes of the First Ones. Other races have but dim memory of their primeval slavery; for the P’Tan, that existence is indelibly etched in living memory.

Personality: Free P’Tan love life and freedom so ferociously they can unnerve members of more staid races. To the P’Tan, every second of liberty is a treasure worth fighting, bleeding and dying for. P’Tan tend to be obsessive about their passions – and one of those passions is, almost invariably, freeing the rest of their people from First One bondage. The P’Tan saw their hated masters weave plots over the course of centuries; they will do no less to undo those plans, subtly incorporating even the smallest action into their overall goal of freeing their fellows and destroying the First Ones once and for all. On those rare occasions P’Tan gather in groups of their own kind, they form loose packs ruled by the strongest among them; challenges to a leader’s authority are short, vicious and usually to the death – perhaps, among the passionate P’Tan, why so few gather in numbers!

Physical Description: P’Tan are tall and sleek humanoids. They somewhat resemble humanoid cats and have a coat of short, stiff fur. The older a P’Tan grows, the lighter the color of his fur; a young kit may be almost pitch black, while an elder near the end of his life is snow white. Beneath their fur, P’Tan sport the hard muscle typical of a people who were created, bred and pressed into the most grueling labor; there is nothing sculpted or decorative about a P’Tan’s frame – it is pure, purposeful power. P’Tan tend to prefer loose-fitting clothes, sometimes favoring concealing cloaks and robes that hide their nature from races who may react suspiciously toward unknown visitors.

Relations: P’Tan often face suspicion and fear from other races; their background and powers both call to mind the First Ones, who most prefer not to think about. P’Tan have trouble winning friends among other races because their obsession with destroying the First Ones forces others to confront what they would prefer not to think about. Only a handful of trusted companions ever learn to overcome these impediments and accept a P’Tan. When dealing with the First Ones, of course, P’Tan have only one thing to offer: death.

Alignment: Most P’Tan are chaotic in alignment.

Home Lands: The P’Tan were born into slavery, and not enough of their people have escaped it to ever carve out a homeland of their own. For now, at least, the P’Tan are nomads cast adrift; they are usually found in the largest cities, selling their services as mercenaries or bodyguards. Many dream of one day carving out a place to belong for their people, but that is a dream far in their future.

Religion: During their enslavement, the P’Tan were expected to pay at least token worship to the bloody god of the First Ones. As this worship often involved the P’Tan being offered up as bloody sacrifices, it should be unsurprising that most abandoned the faith of their masters as soon as they could! Free P’Tan usually adopt the predominant religion of whatever region they spend most of their time in.

Language: All P’Tan speak the common tongue of the First Ones. Free P’Tan understand this language but rarely use it. They quickly master modern Common and find their old language unpalatable. Many even swear by whatever they hold sacred to never again utter the speech of their hated former masters.

Names: P’Tan were never given names during their enslavement and refer to each other only by terms of relative rank. Once a P’Tan has interacted with outsiders long enough, he usually picks up a name or nickname in the local language and often takes it more seriously than others would.

Adventurers: Most P’Tan do not adventure in the traditional sense – yet in another sense, they do little else. The P’Tan are a race of nomadic warriors who spend most of their time honing their skills and acquiring powerful weapons to wield against a terrible evil. If that’s not an adventurer’s life, what is? P’Tan mercenaries often join adventuring companies to hone their skills, and this race’s small population is disproportionately represented amongst adventurers.

Standard Racial Traits

  • Ability Score Modifiers: P’Tan are quite nimble and perceptive, but their racial heritage leaves them with little intellectual prowess. They gain +2 Dexterity, +2 Wisdom, and -2 Intelligence.
  • Size: Medium. As Medium creatures, P’Tan have no special bonuses or penalties due to size.
  • Type Outsider (native). P’Tan are outsiders with the native subtype.
  • Base Speed: P’Tan base land speed is 30 ft.
  • Languages: P’Tan begin play speaking Common and Exodite (the tongue of the Old Ones.)

Defense Racial Traits

  • Shadowborn: Due to their connection to elemental shadow, P’Tan have a +4 bonus on saves against spells with the shadow descriptor.

Magical Racial Traits

  • Shadowspark (Su): As a standard action a P’Tan can unleash a bolt of crackling black lightning against a target within 30 feet that deals 1d6 plus one for every two level points of electrical damage with a successful ranged touch attack. A P’Tan can use this ability a number of times per day equal to 3 + the P’Tan’s Wisdom modifier.

Offense Racial Traits

  • Vengeance: A P’Tan gains a +1 bonus on attack rolls against creatures with the First One subtype.
  • Weapon Familiarity: P’Tan may treat bladed guards, shang swords and any First One weapon as martial weapons.

Senses Racial Traits

  • Darkvision: P’Tan have darkvision 60 ft. (they can see in the dark up to 60 feet.)

Weakness Racial Traits

Alternate Racial Traits

The following racial traits are available to P’Tan to replace the standard P’Tan racial traits.

  • Chaosspark (Su): A P’Tan’s Chaosspark does negative energy damage instead of electrical damage. This ability replaces Shadowspark, but still qualifies as Shadowspark for the purpose of qualifying for feats or prestige classes.
  • Shadow Strength: A P’Tan with this racial trait can draw on the strength of his dark nature. As long as he is standing in partial shadow or darker conditions, he gains +2 Strength, +2 Dexterity and a +2 bonus to Intimidate checks. This ability replaces Shadowspark.
  • Shadow Bourne: A P’Tan with this racial trait can choose any Shadowspark feat for which he qualifies as a bonus feat. This ability replaces Weapon Familiarity and Shadowborn.


Source NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

Resources wax and wane, weapons and spells become obsolete, the master craftsman of one era is displaced by the industry of the next, and even land becomes worthless with the shifting ages. But information, say the sasori, is the one commodity that is always in demand. These scorpion-like creatures are brokers of information, by turns the greatest secret-keepers and the supreme spies. Sasori are also known for their willingness – and ability – to kill to protect their secrets.

Personality: Sasori are excellent listeners; they prefer to hear than to be heard, and what they hear, they never forget. A Sasori can be surprisingly personable, wheedling information from an unsuspecting informant. Sasori are fiercely independent of outside control, and just as fiercely loyal to their clans. Most are extremely honorable, never breaking a confidence, risking their lives for a few words on a contract – yet, their honor does not prevent them from turning on a long-time associate if someone else contracts their services. Sasori do not understand concepts like fidelity or friendship outside the bonds of family; they are loyal to the death to their kin and the agreements they bind themselves to, but any and all outsiders are fair game. Sasori value information above all else; to learn something from a Sasori, one must tell him something he does not know.

Physical Description: Sasori resemble humanoid scorpions. Their hands are claws, their jaws mandibles. Their bodies are covered with a dark, rust-colored carapace and small, fine hairs with which they ‘smell’ the surrounding air. Sasori ‘eat’ by vomiting forth acidic digestive juices to melt their prey, then lapping up the result, a process that can take several hours in the case of a large meal. Sasori rarely wear clothes (except for concealing robes when moving about in public), instead painting elaborate clan, rank and religious symbols on their exoskeletons.

Relations: Few like the Sasori, but almost all depend on them. Sasori are welcome at the back doors of the houses of the mighty of all races since their services are required to maintain power. Cyneans and prymidians regularly partake of the Sasori’s immense stores of knowledge. Sasori are considered a necessary evil by most people. The common folk, who have less need and desire for information, sometimes omit the ‘necessary.’ Despite this, Sasori can be pleasant conversationalists and many find themselves treating the creatures as close confidants almost without realizing it.

Alignment: Most Sasori cleave strongly to tradition and contract – and their morals end there. The typical Sasori is Lawful Evil. Lawful Neutral, Neutral Evil. Chaotic Sasori are generally considered mad by their fellows, and are usually exiles.

Home Lands: Sasori can be found anywhere. They have few physical needs and can survive in most environments. Sasori rarely gather in groups larger than a single clan, and even a clan may be dispersed over an entire region. The largest concentrations of Sasori dwell in the wild lands, leading many scholars to suggest this may be their place of origin. If the Sasori know where they come from, they certainly aren’t telling.

Religion: Like much about the Sasori, their religion is an intensely private affair. Outsiders are not welcome at Sasori ceremonies and even the names of Sasori gods are closely guarded secrets. In their own enclaves, the Sasori are deeply religious and worship a vast pantheon. These gods preside over all aspects of ‘the long night,’ as Sasori call life, and the rituals and customs dedicated to them establish the rhythm of Sasori existence.

Language: Sasori communicate amongst themselves with a complex series of sounds, gestures and pheromones. Other humanoids have difficulty deciphering this language, much less reproducing it. Sasori also speak common, and many learn other languages as well.

Names: All Sasori possess both a clan and a given name. These names are closely guarded secrets, as the Sasori believe a true name can give power to magicians and witches and, as they are the premier brokers of information, perhaps they are right. Sasori use nicknames outside their clans, favoring those that reflect shadows, knowledge and the desert.

Clan Names: C’kat, Dar’rat, Kr’rt, T’kart, Za’tar

Male Names: Hd’bol, Kn’lod, Tak’fc, Ws’dm,

Female Names: Ch’ot, Mek’tal, Nki’ol, S’stal, Ut’al

Adventurers: Sasori adventure either as part of their information-gathering activities or because they have been severed from their clans. By far the majority of Sasori adventurers are spies or assassins in good standing, the only difference being that they seek information held mostly by those already dead rather than brokering it among the living. Sasori cast out from their clans usually have few skills applicable outside the adventuring life; they may be out for no one but themselves, or they may adopt their adventuring companions as a surrogate clan.

Standard Racial Traits

  • Ability Score Modifiers: Sasori are quick and dependable, but possess a gruff nature. They gain +2 Dexterity, +2 Wisdom, and -2 Charisma.
  • Size: Medium. As Medium creatures, sasori have no special bonuses or penalties due to size.
  • Base Speed: Sasori base land speed is 30 ft.
  • Languages: Sasori begin play speaking Sasori and Common. Sasori with a high Intelligence score can choose from the following: Cynean, Dwarven, Exodite, Goblin, Ignan, or Terran.

Defense Racial Traits

  • Carapace: Sasori have a hardened carapace, granting them a +1 natural armor bonus.
  • Poison Resistance: Sasori get a +2 racial bonus to saves against poison.
  • Vermin Affinity: Sasori get a +2 racial bonus on all saves involving creatures of the Vermin type. This bonus to saves stacks with the one from poison resistance.

Feat and Skill Racial Traits

Offense Racial Traits

  • Poisonous Blood: A sasori’s blood is mildly poisonous. Although harmless to most creatures, this is extremely foul to the taste. Creatures that successfully bite a sasori must make a Will save (DC 15 + the sasori’s Con modifier) or be unwilling to bite any sasori for 24 hours. A creature attempting to swallow a sasori must also make this save, or refuse to swallow the sasori.

Senses Racial Traits

  • Darkvision: Sasori have darkvision 60 ft. (they can see in the dark up to 60 feet.)

Alternate Racial Traits

The following racial traits are available to sasori to replace the standard sasori racial traits.

  • Analyze Opponent: Some sasori specialize in studying individual opponents. A sasori with this racial trait can spend a swift action to make a Perception check against a target within 30 feet. The DC of this check is equal to the target’s CMD. If successful, the sasori gains a +1 to attack and damage rolls against that target. The bonus lasts for a number of minutes equal the Sasori’s Wisdom modifier (minimum 1). If the check fails, the sasori cannot attempt to analyze the same opponent again. This ability replaces Poisonous Blood and Poison Resistance.
  • Venom: Some sasori learn to use their poisonous blood to coat their weapons. A sasori with this racial trait can extract poison from its own blood. It can create up to one dose of poison per day with a successful DC 20 Craft (alchemy) check. A sasori can prepare one dose of lesser Sasori venom. The DC is equal to 10+ the Sasori’s Constitution bonus. A sasori is immune to its own venom. This ability replaces Vermin Affinity.
  • Vermin Friend: Sasori with this racial trait can have vermin companions if a class ability (or similar ability) grants an animal companion or familiar. Vermin bonded to the sasori in this way have an Intelligence of 1 or 2 and are treated as magical beasts for the purposes of effects that depend on type. This ability replaces Poison Resistance.
Section 15: Copyright Notice

NeoExodus: A House Divided Campaign Setting Copyright 2011, Louis Porter Jr. Design, Inc.

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