Races
Converted
by "exempt" from Oriental Adventures by Gary Gygax.
Available at The
Wu Jen. D&D is a trademark of Wizards of the Coast. Distributed under
the Open Gaming License.
-
Korobokuru
Stolid "wild men" from beyond civilization as sturdy as any.
-
Hengeyokai
"Human animals" that can shapeshift between three forms.
-
Spirit
Folk Natural creatures tied to a specific bamboo grove,
river, or even the sea itself.
General Korobokuru are a race of squat humanoids similar to their western
cousins, they dwarves, except that they are not particularly attracted to mining
and stone working. Usually living above the ground, most korobokuru live in
tribes that wander desolate areas of the Asia. They are a stout race, able to
fend for themselves and giving no quarter when pushed.
Personality Korobokuru are not especially dour like dwarves are.
Rather, they generally distrust strangers but are faithful to a friend.
Impulsive and quick to decide, korobokuru tend to be similar to the elves than
the dwarves in this point.
Physical description Korobokuru are about three feet tall but not so
rotund as a dwarf. Physically, there is little size difference between males and
females, and both usually wear their long hair in black braids, the men doing
the same with their beards. They usually have weathered skin and rough hands,
scars from a lifetime of living in a harsh climate.
Relations To any stranger, korobokuru display a degree of distrust
until given opportunity to judge otherwise. They thus get along well with most
familiar humans, and korobokuru tribes occasionally trade with spirit folk and
hengeyokai.
Alignment Most korobokuru are chaotic or neutral, though there are no
alignment restrictions.
Lands This race finds most of its members in some of the harshest
conditions of the Asian world - forgotten wastelands, frozen plateaus,
infertile plains - korobokuru seem to thrive where others cannot.
Religion Korobokuru worship nature, and natural features play into
their cosmology to a great extent. While not especially superstitious, they do
honor the occasional spirit. Shamans often head the tribe.
Language Korobokuru speak their own language which has a crude writing
system.
Names A korobokuru's name translated into common would become a
description of natural features or deeds the individual had done in his life. As
such, there are no distinctive female and male names. Examples and their
meanings are: Alachae (Rough Land), Chel Lochken (Won't Fall), Chel Morbn (Sky
Falls), Kroghhira (Has Taken Many Foes), Mvok Shuv (Can Carry Much), Shren Keel
(Strong Eyes), and Ur Shef'han (Finds Water).
Family names Korobokuru society organizes itself into clans. The name
of the clan is thus very important, and is usually stated along with a personal
name as in, "Alachae of Chaer Ran (Tribe)." Some typical clan names
are Chaer Ran, Kainuik, Ma'keer, Yoroke,
Adventures A korobokuru normal life is one full of dangers;
adventuring seems to many to be little different. Nevertheless, most stay in the
same area (wandering) with their tribes. An exception to this is when a leader
arises among them, in which case the korobokuru may take it upon themselves to
sweep over unexpecting lands, plundering. As for individuals, many younger males
and females will wander for a time from tribe to tribe and place to place in
search of adventure. While physical wealth may not be as important to a
korobokuru as a western dwarf, the prestige and chance to combat traditional
enemies of their tribes certainly is.
Favored class A korobokuru's harsh environment makes the ability to
fight fiercely very important. Likewise, many of the creatures they encounter
are larger in size than they - but perhaps not in spirit. As such, the
korobokuru's favored class is barbarian.
Racial traits
- Vigor: Korobokuru are especially strong, and so enjoy a +2 Strength
bonus. Unfortunately, they tend to suffer in the mental faculties, incurring
a -2 penalty to both Intelligence and -2 Wisdom.
- Small-size: Korobokuru are Small size, and thus have a base
movement rate of 20'. This also limits the size of the weapons they can
wield.
- Darkvision: Able to see at night, korobokuru have darkvision, which
extends to 60'.
- People of the wild: Most korobokuru grew up in the wild, living the
life of a nomad. They thus have a +2 racial bonus to Wilderness Lore skill
checks.
- Robustness: As a result of their harsh environment, korobokuru have
a +2 racial bonus on saving throws against poison.
- Racial enemies: Constantly at battle with fell creatures,
korobokuru gain a +1 racial attack bonus against bakemono, goblinoids, and
goblin rats due to the constant wars their races wages against these beings.
They also receive a +4 dodge bonus to AC when fighting giants as a result of
their long-standing enmity with these large folk.
- Automatic languages: Korobokuru, Trade. Bonus languages:
Spirit-folk, hengeyokai.
General Hengeyokai are a race of shapechangers that inhabit the
border between the mundane and the mystical. There are many different kinds of
these creatures, and although all can appear human, each has its own particular
form that provides them a variety of advantages. The animals traditionally
associated with hengeyokai are carp, cats, crabs, cranes, dogs, drakes (ducks),
foxes, hares, monkeys, tanuki ("raccoon dogs"), rats, and sparrows.
Hengeyokai can assume human form, the natural form of their animal type, and a
larger, Medium size variation of the animal type. For example, a hengeyokai with
the tanuki form (an Asian "raccoon" known for its misleading ways)
could slink around outside a village looking like a normal tanuki, encounter a
few commoners and shift to a human-sized tanuki to scare them, then shapechange
again into a human to carouse the town and listen to the stories of the
"giant tanuki" some frightened farmers encountered.
Personality Hengeyokai are as varied as their animal forms, but they
tend to emulate the natural traits of the animals forms they belong to. Carp
tend to be good-hearted and pensive but not reliant on their physique, which
suffers compared to normal. Cats are quick and impulsive. Crabs can be good,
neutral, or evil, and tend to be strong but not quite so easy to get along with.
Cranes, like carp, tend toward acts of goodness and are known for their wisdom,
but their lanky bodies disallows them quicker movements. Dogs are predictably
faithful and sturdy of body if not so bright. Drakes are also inclined toward
good and are socially graced but again are not so quick on the foot or wing.
The fox is known for its tricky ways and cunning, but perhaps lack of better
judgment plays a part in their dealings. Hares are reliably fast though not
strong, but they have a tendency toward acts of kindness. Monkeys are almost
always unpredictable and yet nimble, but like the fox tend to lack greater
wisdom. The tanuki is a fabled creature known for its mischievousness and
strength, though again lacking slightly in common sense. Rats are also creatures
up to no good most of the time, and although this characteristic affects their
interaction with others, they are particularly adept at living and thriving
where others can't. Finally, sparrows don't have the most robust bodies, but
they are graced in the social arts.
Physical description In human form a hengeyokai could pass all but the
most detailed examination, although they display physical variations particular
to their animal types. For example, in human form, dog hengeyokai have large
eyes and a nose that always seems to sniff the air, roosters have dark-red hair,
crabs smaller and beadier eyes with sharp and squat features, sparrows have a
feather they weave into their hair, and so on. These particular characteristics
are noted below in the descriptions of each type of hengeyokai, but the player
should be free to dream up her own. Hengeyokai always have some such
characteristic when in human form, though the average human would not recognize
it as a mark of a shapeshifter.
In animal form the hengeyokai looks (and smells) exactly like any other normal
animal of its type, though normal animals will generally sense the difference.
In biped form, where the character takes on the shape of her animal but as a
medium-sized creature, the character usually walks on its hind "legs"
but looks like an overgrown animal of its type.
Hengeyokai have different abilities according to what form they take. These are
detailed below. They can eat normal human fare and any food that their animal
form would consume regardless of what form they are in, although they refuse to
eat meat from an animal form of their own kind. Such a situation would be
considered cannibalism, and serving a hengeyokai meat of her type would be a
veritable offense (though perhaps grudgingly overlooked if the host were unaware
of the character's true form; such a person would surely not be trustworthy).
Relations Hengeyokai relate well with humans, though most of the
latter species never realize their acquaintances are actually hengeyokai.
Furthermore, they maintain good relations with agreeable spirit folk and often
trade with the more predictable korobokuru.
Alignment A hengeyokai's alignment is often influenced by her animal
form, though not limited by it. For example, monkeys tend to be evil, crabs
neutral, and cranes good. The individual descriptions of each animal type
include generally alignment tendencies, but these are merely tendencies and not
restrictions. PCs can be of any alignment they wish.
Lands Hengeyokai live near but not too close to civilized lands. They
enjoy the opportunities of trade but usually grudge banal intrusions. Hengeyokai
live in the habitat type fitting to their animal form. Thus, a carp would all a
single river or lake home, a fox the wooded hills near human settlement, and a
dog may even live permanently in a village (of humans).
Religion Hengeyokai worship all the gods humans do, natural spirits, and a
few of their own. Like most humans in the Asia, they are not exclusive, and
one individual may pay homage to a variety of gods without conflict.
Language Hengeyokai speak their own language (regardless of what form
they are in) and that of any humanoid race they commonly encounter and are on
good terms with (i.e., humans, spirit folk, korobokuru). In biped and normal
animal form they can converse with animals of their own type.
Names Hengeyokai adopt human names and so are not detailed here.
Adventures Hengeyokai venture for as many reasons as there are kinds
of this species. Some roam for the fun of it (monkeys, tanuki), some to advance
their moral point of view (cranes, sparrows), and some for the opportunity for
fame and riches (nearly all).
Favored class Being a mystical race, a hengeyokai's favored class is
wu jen.
Racial traits
-
Shape changing
A hengeyokai can change shape a number of times per day equal to 1 +
Constitution modifier, but at least once per day. Every five levels she attains,
she can shapeshift one more time per day. Thus at fifth level a hengeyokai could
shapechange one more time per day, two more at tenth level, three at fifteenth,
and four at twentieth. This is a supernatural ability. It also means hengeyokai
fall under the Shapeshifter type as per the MM.
The Hengeyokai Acumen feat allows the hengeyokai to increase the number of times
she can shapeshift per day beyond this limit. It is described below, and only
members of this species may take this feat.
Hengeyokai Acumen [Special]
You can shapeshift three more times per day than normal.
Prerequisite: Must be of the Hengeyokai
Benefit: You can shapeshift three more times per day than normal.
Special: Every time you take this feat you can shapechange three more
times per day.
Hengeyokai also have access to the Hengeyokai Fortitude feat:
Hengeyokai Fortitude [Special]
You heal every time you shapeshift.
Prerequisite: Must be of the Hengeyokai race
Benefit: Every time you shapeshift, you recover a number of hp equal to
your class level. Your total hp is still limited by your form (e.g., half
for animal form), however.
When a hengeyokai shapeshifts, her equipment does not change with her, though
in bipedal and human form she may pick up items with her hands (or what pass as
hands). Additionally, some hengeyokai have specially-made equipment (costing at
least double the normal price) that they can wear in bipedal or animal form (but
not both). Tanuki are especially fond of such things, often bearing backpacks
and hats as they wander through the underbrush.
Human form: In human form the hengeyokai has no darkvision and cannot
speak to animals but can understand them. She has all the restrictions (and
abilities) a normal human would, such as wearing armor or using weapons (if
allowed by her class).
Bipedal form: In bipedal form the hengeyokai appears like the normal
animal of its type except that is size Medium, can usually walk upright (see the
individual descriptions for each race), and has fore appendages that end in
hands or gripping appendages. The hands may be used any way a human's can, but a
hengeyokai in bipedal form cannot wear clothing or armor. Depending on the
animal's form, a necklace might fit around the animal's neck. The remainder of
the body appears like the normal animal type, complete with hair, feathers,
fins, etc.
Hengeyokai in bipedal form can speak to and understand animals, and they have
darkvision to 60'. Their base movement rate is usually 30', but they may be able
to fly, swim, or branchiate (swing) according to the animal's form. They can
speak and understand any language they know including the speech of animals.
Animal form: In animal form, the body size becomes Tiny (Small for
dogs) and appears like any other normal animal of its type. They look exactly
like any normal animal of their type, making them susceptible to hunters and the
like. They also have half their base hp (round up), and a hengeyokai in bipedal
or human form that is reduced to less than half her base hp cannot assume animal
form. If a wounded character in bipedal or human form shapechanges into its
animal form, the hp she lacks on account of
damage are carried over; as a result, she cannot shapechange into animal form if
she hast half or less of her base hp remaining.
For example, if a hengeyokai in bipedal form with 15 hp were reduced to 10 hp,
she could still shapechange into animal form since her total current hp total is greater than
half her hp. Nevertheless, she would have only 15/2 - 5 = 3 hp in animal form
(round up). If she were to be wounded further to 2 hp, she could shapeshift into
one of her larger forms, and have 8 hp remaining. Hengeyokai cannot shapeshift
when the hp lost in the transformation would cause them to have 0 or fewer hp.
They also retain the form of the body they were in when they die.
Hengeyokai in animal form can move and engage in combat like any other of its
kind. They can speak and understand hengeyokai and the language of animals, but
cannot speak any other language they know although they can understand it.
In animal form they also have darkvision to 120'. Movement rates, AC, and
damage are described in the tables below.
Hengeyokai that are Tiny in animal form enjoy a +8 size bonus to Hide skill
checks.
- Natural affinity
Wilderness lore is a class skill for all hengeyokai.
Hengeyokai subraces, Table 1
|
Animal Form
|
|
|
Race
|
Size*
|
AC**
|
Skills***
|
Ability
Modifiers***
|
Carp
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Swim, Scent (underwater)
|
+2
Wis, -2 Str
|
Cat
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Climb
|
+2
Dex, -2 Wis
|
Crab
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Swim
|
+2
Str, -4 Cha
|
Crane
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Concentration
|
+2
Wis, -2 Dex
|
Dog
|
Small
(-4 Str, +2 Dex)
|
+2
size
|
Scent
|
+2
Con, -4 Int
|
Drake
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Spot, +1 Swim
|
+2
Cha, -2 Dex
|
Fox
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Move Silently, Scent
|
+2
Int, -2 Wis
|
Hare
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Jump, +2 Listen
|
+2
Wis, -2 Str
|
Monkey
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Climb
|
+2
Dex, -2 Wis, -2 Cha
|
Pheasant,
Male
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Bluff, +2 Intimidate
|
+2
Cha, -2 Wis
|
Pheasant,
Female
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Spot, +2 Sense Motive
|
+Wis,
-2 Cha
|
Rat
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Hide
|
+2
Con, -4 Cha
|
Sparrow
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Spot, +1 Perform (singing)
|
+2
Cha, -2 Con
|
Tanuki
|
Tiny
(-12 Str, +4 Dex)
|
+2
size
|
+2
Bluff
|
+2
Str, -2 Wis, -2 Cha
|
* Adjustments listed in parentheses are sized-based changes to ability scores
compared to the bipedal or human form of the creature. Strength affects the
damage dealt while in animal form, but can never be less than 1. Higher
Dexterity in animal form also results in an increased dodge bonus to AC and
Reflex saves. Since the hengeyokai is actually a character class, base attack
bonus and such do not change. Constitution is also independent of size for
hengeyokai.
** AC is a size bonus when in animal form. Dodge bonuses due to increased
Dexterity also apply (but are not listed)
*** These skill and ability modifiers apply regardless of the hengeyokai's form.
Hengeyokai subraces, Table 2
|
Biped Form |
Animal
Form |
Biped Form |
Animal Form |
Race
|
Attack |
Damage*
|
Damage*
|
Walk
|
Fly
|
Swim
|
Walk
|
Fly
|
Swim
|
Carp
|
None
|
-
|
-
|
-
|
-
|
30’
|
-
|
-
|
30’
|
Cat
|
2
claws,
1 bite
|
Claw
1d4,
Bite 1d6
|
Claw
1d2,
Bite1d3
|
30’
|
-
|
-
|
30’
|
-
|
-
|
Crab
|
2
claws
|
Claw
1d6
|
Claw
1d3
|
10’
|
-
|
20’
|
10’
|
-
|
20’
|
Crane
|
1
beak
|
Beak
1d4
|
Beak
1d2
|
20’
|
30‘
|
-
|
20’
|
30‘
|
-
|
Dog
|
1
bite
|
Bite
1d8
|
Bite
1d4
|
30’
|
-
|
-
|
40’
|
-
|
-
|
Drake
|
None
|
-
|
-
|
10’
|
30’
|
20’
|
10’
|
30’
|
20’
|
Fox
|
1
bite
|
Bite
1d6
|
Bite
1d3
|
40’
|
-
|
-
|
40’
|
-
|
-
|
Hare
|
2
feet
|
Foot
1d3
|
Foot
1
|
50’
|
-
|
-
|
50’
|
-
|
-
|
Monkey
|
1
bite
|
Bite
1d6
|
Bite
1d3
|
30’
|
-
|
-
|
30’
|
-
|
-
|
Pheasant,
Male
|
2
feet
|
Foot
1d4
|
Foot
1d2
|
30’
|
30’
|
-
|
20’
|
40’
|
-
|
Pheasant,
Female
|
2
feet
|
Foot
1d4
|
Foot
1d2
|
30’
|
30’
|
-
|
20’
|
40’
|
-
|
Rat
|
1
bite
|
Bite
1d6
|
Bite
1d3
|
20’
|
-
|
-
|
20’
|
-
|
-
|
Sparrow
|
None
|
-
|
-
|
10’
|
40’
|
-
|
10’
|
40’
|
-
|
Tanuki
|
2
claws,
1 bite
|
Claw
1d4,
Bite 1d6
|
Claw
1d2,
Bite 1d3
|
20’
|
-
|
-
|
20’
|
-
|
-
|
* Damage is adjusted by the character's Strength modifier, which is in turn
adjusted by the character's form. Bipedal forms use the character's normal
Strength score. Animal forms subtract 12 from Strength if Tiny, 4 if Small.
Carp hengeyokai
Carp characters can swim when in animal and "bipedal" form but
suffocate when out of water. They "drown" when out of water in these
forms, but suffer no damage from simply poking their heads out of the water.
When using equipment and weapons underwater, they suffer all the normal
penalties for fighting with underwater (e.g., bludgeoning weapons do not work,
etc.). Carp obtain the Scent, but it only functions underwater (see p. 10) and
is affected by stream flow.
In human form carp have rounded, bulging eyes and sleek hair
usually swept back over the scalp. Male forms sport moustaches.
Most are good in alignment.
Crabs hengeyokai
Crabs characters can breathe underwater when in bipedal or animal form, and
they can survive on land for a number of hours equal to their Constitution
modifier, if positive (or not at all, if the modifier is equal to 0 or less).
They can double this time out of water if the surroundings are especially wet,
such as during rainfall.
Crabs do not actually stand on their hind legs when in "bipedal" form,
but rather scuttle around like normal. Crabs also gain a +2 natural armor bonus
when in "bipedal" form on account of their carapace. Their claws do
not change to hand-like appendages, but can still manipulate any items a pair of
hands could
In human form crabs are short and stout with darting eyes and
sharp features.
Crab hengeyokai display no tendency toward any particular
alignment.
Crane hengeyokai
Cranes can fly with a maneuverability of Average. They can also
"spear" opponents with their beaks. In bipedal or animal form they can
fly with an average maneuverability rating.
Crane hengeyokai assuming human form usually display their
heritage in the form of a single gray or white feather that many fix to look
like a simple adornment in their hair. They also have long legs.
Cranes are often good in alignment.
Dog hengeyokai
Dogs obtain the Scent ability (MM, p. 10) when in bipedal or animal form. They
can also add +8 to their Wilderness Lore ability when using scent to help them
track quarry.
Human-form dog hengeyokai predictably pant when hot, though
not to the extent that an actual dog does. Many also have "puppy dog"
eyes and are prone to scratching themselves. They have a distinctive smell when
wet.
Dogs are often good in alignment.
Drake hengeyokai
Drakes can make no natural attacks when in bipedal or animal form, but they can
walk and fly, the latter with a good maneuverability rating. Furthermore, they
can swim at the listed speed on top of the water and will never sink unless
overly encumbered or held underwater.
Drakes in human form usually sport a feather (colorful if
male, gray or brown if female) in their hair, which is usually incorporated and
thus disguised in their hairstyle. They also tend to ambulate in a peculiar
fashion.
Most drakes are good-aligned.
Fox hengeyokai
Fox hengeyokai are silent and smart. They also obtain the Scent ability (MM, p.
10) when in bipedal or animal form. This grants them a +8 bonus to their
Wilderness Lore check when attempting to track using scent.
Fox hengeyokai in human form either have pointed features and
either reddish black hair or black hair with white tips. These white tips cannot
be cut off, short of shaving the entire head, as they reappear shortly after
being trimmed.
Foxes tend toward evil in alignment.
Hare hengeyokai
Hares in bipedal or animal form can bludgeon with their feet, although the
attack is usually ineffectual. They are particularly skilled at jumping and
spotting however.
In human form, hares have small noses that seem always to be
twitching.
Most hares tend toward goodness.
Monkey hengeyokai
Hengeyokai that are of the monkey race are usually mischievous in character.
They are also adept at climbing and screeching to scare away enemies, in a
pinch.
Monkeys in human form have gangly arms longer than the
average human.
Monkey hengeyokai are often chaotic in alignment.
Pheasant hengeyokai
Pheasants tend to distinguish themselves according to sex. Males are
usually independent and ready to show off while females like to congregate in
groups and be less "showy." When in animal or bipedal form, they
fly with an Average maneuverability.
Male pheasants in human form usually prefer flashy clothing
and sport a proud gait as well as a colorful (but short) feather in their
hair. Females dress rather drably and display their own interesting way of
walking.
Most pheasants tend favor the neutral alignments.
This race is inspired by the Japanese folk
tale of Momotaro, in which a boy born "from a peach" joined company
with a monkey, dog, and pheasant to defeat a stronghold of oni. Pheasant
hengeyokai did not appear in the original Oriental Adventures, but it
seems apparent that Momotaro was adventuring with hengeyokai.
Rat hengeyokai
Rat hengeyokai cannot transmit disease in bipedal or animal form unless they
are actually infected by one. Although a rat in any form can contract a disease,
he is allowed a second saving throw (if applicable) against nonmagical diseases
(e.g., filth fever). If this saving throw is successful, the rat is merely a
carrier of the disease but does not suffer its ill effects. He can then pass the
disease onward. Rat hengeyokai will always know when they have a disease, though
they may not know its type without further diagnosis through spells, etc.
In human form they have small noses and beady eyes. Males
often have moustaches.
Rats are often evil in alignment.
Sparrow hengeyokai
Sparrow hengeyokai can fly at the listed speed while in animal or bipedal
form with an Average maneuverability.
Human-formed sparrows have telltale feathers in their hair
like cranes and drakes. All forms are adept at singing.
Sparrows tend toward the good alignments.
Tanuki hengeyokai
Tanuki look like a cross between a badger and a rat, with the size of the
former. They are legendary in their exploits, as their cunning just tends to
make up for their lack of good judgment.
Tanuki in human form have moustaches if they are male and
seem to smile even when they are not happy.
Most tanuki are evil.
General Spirit folk are descendants of an ancient mixture of
humans and spirits. As such, they appear to look exactly like humans but are
actually the physical embodiment of a natural feature such as a bamboo grove or
a body of water. Their life force is enhanced by this natural connection,
although they suffer particularly when the specific feature to which they are
connected is harmed.
Personality Spirit folks have personalities similar to that of their
natural features. For example, river spirit folk are usually clam unless a flood
is raging down their river, in which case they may become very excited and hard
to calm. River spirit folk are similar in this way to those from the sea. Bamboo
spirit folk are usually watchful and tend to be more reticent.
Physical description Most spirit folk are usually thin and rather
beautiful in human eyes, although they display normal human diversity in body
form. Men are always clean-shaven, and all have slender eyes and small mouths.
They eyebrows are also thin, and they have pale or even golden complexions.
Relations Spirit folk are highly attuned to nature, and especially
enamored by natural features similar to their own. They get along well with
anyone who respects the natural world; and those that abuse it find themselves
at the wrong end of a spirit folk's spear. In general however, spirit folk are
on agreeable terms with hengeyokai, usually regardless of the latter's
alignment. They also trade with korobokuru and humans.
Alignment Spirit folk have no restricted alignment, although most tend
to be neutral or lawful.
Lands A spirit folk must be from an area that contains its natural
feature. Each is specifically connected to a particular natural feature. Thus, a
bamboo spirit folk must call as home a specific grove of bamboo and a river folk
a specific river. Sea folk are usually at home in any saline body of water
directly connected to their home sea or ocean, though if their body of water is
huge, they usually have a specified locale in that ocean or sea from which they
come.
Religion Spirit folk are very naturally inclined, and so worship
deities of nature. Additionally, in the Asian world, the cosmos is split into
a bureaucracy headed by various agents of the Celestial Emperor. For example,
tigers are warded by a Tiger General, a monolithic-sized magical cat. Likewise,
sea spirit folk pay homage to the Lord of the Sea. Bamboo folk revere the Lord
of the Wood, and river folk the Lord of the Rivers. While they cannot gain in
honor from the actions of their specific Lord, they are at his beck and call.
Refusing such demands result in a loss of honor and natural disasters visited
upon the character's family. Whenever conflicts exist between human and natural
forces, spirit folk are expected to support the latter.
Language Spirit folk speak their own language (the same for all spirit
folk), and that of humans. Bonus languages include korobokuru and hengeyokai. A
spirit folk character may also be able to speak other languages, which are
listed below in the individual descriptions for each spirit folk type.
Names Having at least a partly human ancestry, most spirit folk adopt
human names, and so are not detailed here. Spirit folk do belong to a clan
however, one which is tied to the specific natural feature from which the
character comes.
Adventures Many larger spirit folk families ally among themselves and
even with human samurai clans. As such, they are often called into service for
one another. Furthermore, a threat to the natural feature from which a spirit
folk is derived is extreme - its destruction kills all spirit folk connected to
it. Thus, the family head may command members to venture forth and redress a
wrong done to the family or natural feature, or prevent such a danger from
manifesting. Besides these specific cases, spirit folk venture for all the
normal reasons adventures take up their careers - honor, wealth, and so see
beyond just the next bamboo grove.
Favored class A spirit folk's favored class is samurai, as most come
from higher social classes.
Racial traits
- Darkvision: All spirit folk can see in the dark to 60'.
- Automatic languages: Spirit folk speak their own tongue (common to all spirit folk),
and that of humans. Bonus languages include korobokuru and hengeyokai. According
to their type, spirit folk may be able to choose among more languages; see
below.
- Natural knowledge: Knowledge (Nature) is a class skill for all spirit folk.
Furthermore, each type of spirit folk has traits peculiar to it:
Bamboo spirit folk: Bamboo folk live near forests and jungles and are
attuned to a specific grove of bamboo usually located deep within a forest.
Natural identity: Because of their magical nature, bamboo spirit folk obtain a
+1 racial bonus when making saving throws against and magic that involves earth
or wood; this includes, for example, flesh to stone, elemental burst (where the
item bursting is made of stone or wood), and the like.
Natural knowledge: Spirit folk can add a +2 racial bonus to Knowledge (nature)
skill checks when using it in regards to wooded and forested areas. This allows
them to identify plants and animals peculiar to forests.
Natural step: A bamboo spirit folk can walk through a woods, forest, or
grassland area and leave no trace (unless she specifically desires to do so).
This makes any sort of tracking by sight or scent impossible. Additionally, any
group including a spirit folk imposes a -4 penalty to track attempts.
Languages: Bamboo spirit folk speak their own and the human tongue. For bonus
languages, they may also choose among hengeyokai, korobokuru, or any animal
creature usually found in forests and woodlands. At fifth level and every five
levels thereafter, a spirit folk can speak the languages of one more type of
animal found in wooded areas.
Life force: The soul of a bamboo spirit folk is always secured by a specific
grove of bamboo. If the grove is damaged, the character suffers a proportional
amount of damage, and dies instantly if the grove is destroyed (she cannot be
resurrected unless some remnant such as a seed of the grove is replanted and
forms a new grove - a lengthy process). Normally, the grove can never be
relocated, nor do shoots from the grove have any special effects, except in the
extreme case of when a grove is (almost) entirely destroyed.
River spirit folk: These spirit folk are associated with a specific
river or larger stream and usually live somewhere near it.
Aquatic identity: River spirit folk are highly aware of the forces of water;
they obtain a +1 racial bonus to saving throws made against magic that involves
water, such as elemental burst (where the item affected is a body of water),
horrid wilting, and so on.
Aquatic knowledge: River spirit folk obtain a +2 racial bonus to Knowledge
(nature) skill checks when the issue in question relates to freshwater and its
immediate environs (e.g., identifying fish, rainfall patterns affecting a river,
etc.).
Water affinity: A river spirit folk can swim at his normal movement speed
normally. They are required to make Swim checks only in the most extreme of
circumstances, such as when a normally aquatic creature would have to (e.g., to
avoid being swept over a waterfall). Furthermore, river spirit folk can breathe
any kind of fresh water, and when submerged in fresh water, all their equipment
remains dry, although torches and lamps will be doused.
Masters of water: Once per day, a river spirit folk affect water with all the
effects of a control water spell, although only it can only be used to lower
water (not raise it). This spell is cast exactly as a sorcerer would cast it at
the level of the character, although since it is a spell-like ability, it is not
affected by an arcane spell chance from armor. The character needs no material
component to use this ability, but must be able to vocalize and use somatic
components normally.
Languages: River folk speak the spirit folk language and the tongue of humans.
As for bonus languages, they can choose among hengeyokai, korobokuru, fishes,
and the court language.
Life force: A river sprit folk has his life force tied to a specific flowing
body of water. Water drawn from the river or diverted from its natural banks has
no special effects on the character, but bathing in the body of water cures the
character of all wounds and diseases instantly, albeit this ability can only be
used once per day ("bathing" in this case means being immersed
within). Droughts inflict 2d4 points of Constitution damage to the character per
month, while raging floods actually raise his Constitution by 1d4, although
Wisdom is reduced by 1d4 (minimum Wisdom in this case being 1) and alignment
shifts one toward chaotic whenever in such a state (or one more step toward evil
if already chaotic). Engineering projects like dams and diversion have the same
effects as droughts. The effects of droughts, floods, and engineering cannot be
alleviated until the body of water is restored in to its normal flow regime. A
river spirit folk killed by one of these alterations to his home river cannot be
returned to life (e.g., through a spell) until the body of water is restored.
Sea spirit folk: Sea spirit folk derive from large bodies of saline
water. Although a sea folk character might call the entire ocean her
"home," she usually frequents one specific locale of the whole. Most
live on land near the sea, although there are tales of giant underwater palaces
where the water is suspended overhead and all the denizens are sea spirit folk.
Aquatic identity: Due to the sheer size of the sea, sea spirit folk are not
especially affected by fires and heat; as such, the obtain a +1 racial bonus to
saving throws against magical and fire.
Water affinity: Sea spirit folk can swim at their normal movement rate. Only
in extreme circumstances are they required to make Swim skill checks, such as
would any normally aquatic creature trying to escape a whirlpool, for example.
All their equipment on their person remains dry when submerged, but fires from
torches and the like are extinguished. They can breathe any salt water.
Sea knowledge: Sea folk gain a +2 bonus to Knowledge (nature) skill checks when
using it to answer questions relating to the sea, such as tidal schedules or
types of fish.
Weather ken: Once per day a sea spirit folk can predict the weather for the next
24 hours. He must make a Wilderness lore skill check to do this with a DC equal
to 10. Failed rolls result in no information. The character must be within 1
mile of the sea for this ability to work.
Languages: Sea spirit folk characters speak the spirit folk language and that of
humans. They may choose among hengeyokai, korobokuru, the court language, and
language of the sea lords (known by most intelligent creatures living in the
sea) for bonus languages.
Life force: Owing to the vastness of their natural feature, sea spirit folk are
not affected by storms, droughts, and the like. Once a year however (and no less
than six months apart), each can make a specific request of the Lord of the Sea
such as a violent storm or smooth sailing, or the return of a specific
(unattended) item from the ocean's depths. The request must be specific (e.g.,
"a storm over the village Taidai Kaze," not "destruction of all
the ships in the harbor"). If the appeal is opposed by a contrary request
from another sea spirit folk, the effects cancel each other and the opportunity
for requesting is "spent" for both characters.
The specific results of the request must be adjudicated by the DM, and owing to
a contrary desire by the Lord of the Sea, may be refused entirely. Generally,
characters with high honor and in good standing with the Lord are granted their
favors, and those that are not lose their requests for the current year. If the
honor of a sea spirit folk character ever reaches 85, the Lord of the Sea
bestows a gift upon her. This gift can only be given when the character is close
to the sea, but is usually a valuable magical item related to the ocean, such as
a pearl of rising tide. Repayment is not expected.
The
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