TEXT: Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
  
  Welcome to Alien Race 1 - The Taxob-
  Zhin, the first in Ronin Arts’ new line of alien
  race sourcebooks. Each of these PDFs intro-
  duces a new alien race with complete d20
  Modern/Future Statistics and all the back-
  ground, concepts, and ideas needed to bring
  the aliens into play in your campaign.
  In addition, each Alien Race sourcebook
  features new rules (i.e. new Advanced Classes,
  Occupations, Feats, etc.) relating to the partic-
  ular alien race featured in the sourcebook that
  can also be applied to the general campaign
  (with the GM’s permission, of course).
  2
  TAXOB-ZHIN
  Future: Alien Race 1 - Toxob-Zhin
  Written by Michael Hammes
  Illustrated by Bradley K. MCDevitt
  Production by Philip Reed
  Future: Alien Race 1 – Toxob-Zhin is copyright © 2004 Michael Hammes. Cover artwork copyright © 2004 Bradley K.
  McDevitt. All text in this book is designated as open game content. You may not distribute this PDF without permission
  of the author. d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with
  permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
  and is used with permission. 
  Introduction
  PHYSIOLOGY
  Taxob-Zhin are an amphibian-descended
  race whose most prominent features are their
  three quad-jointed arms, three legs, and three
  frog-like eyes. They have a pronounced
  predatory appearance thanks to wicked
  retractable claws that emerge from the tops of
  the wrists and feet and a double row of sharp
  teeth that lines the mouth. Their smooth skin
  ranges in color from a light brown to dark
  green.
  Although Taxob-Zhin appearance is clear-
  ly amphibian, they are in fact endothermic.
  While their temperature-regulating systems
  are not as well developed as that of humans
  (a fact no doubt due to their home world’s
  lack of temperature variation), they are 
  capable of withstanding significant variances
  in temperature.
  The typical Taxob-Zhin (male or female)
  averages between five and five-and-a-half
  feet in height and carries between 90 and 130
  pounds of pure muscle on a thin frame.
  Taxob-Zhin are extremely strong and robust
  for their size, easily exceeding humans of
  similar size in those categories. 
  At the same time, their brains are not as
  developed as that of humans, and as a result
  they lag behind humans in terms of quantifi-
  able intelligence. That is not to say that they
  are stupid, far from it, but Taxob-Zhin are
  less able to process complex information and
  cannot absorb new knowledge as rapidly or
  completely as humans.
  The Taxob-Zhin
  
  HOME WORLD
  The Taxob-Zhin home world is a hot and
  extremely humid planet, covered with impen-
  etrable jungles and shot through with wide
  rivers that empty into a number of large tropi-
  cal seas. It is most akin to the Earth’s Amazon
  region, except even more hot and humid.
  Due to the high humidity, a constant layer
  of clouds forms in the planet’s atmosphere,
  allowing only the barest amount sunlight to
  penetrate. Even on the brightest days, the
  lighting conditions are akin to that of an over-
  cast day on Earth. This, combined with the
  thick jungle canopy, renders conditions on the
  planet’s surface twilit at best while almost
  total darkness reigns at night.
  It rains constantly on the planet’s surface.
  Morning finds a light sprinkle that builds to a
  steady downpour by midday and usually ends
  up as a full-on tropical rainstorm by evening.
  These rainstorms last well into the night until
  they taper down by morning and the cycle
  begins all over again. Flooding is a daily
  occurrence.
  As would be expected in such a tropical
  environment, the planet teems with animal life
  of all kinds, both predator and prey.
  Interestingly, the extremely dense vegetation
  appears to have inhibited the growth of large
  species (no land-based predator or prey of
  greater than Medium size exists). It is only in
  the wide rivers and large seas that larger race
  can be found.
  While the Taxob-Zhin home world is lush
  in vegetative and animal resources, it is poor
  in mineral resources. This, combined with the
  fact that fire is unknown on the home world
  (although there are rainstorms, there is no
  lightning to start fires naturally and even if
  there was, such fires would quickly be extin-
  guished by the incessant rain), means that the
  Taxob-Zhin have never developed metallurgy
  of any kind (a key step in the advancement of
  civilization). Furthermore, the extremely
  humid nature of the world means that every-
  thing quickly molds and rots, another limiting
  factor for a civilization.
  CIVILIZATION
  Taxob-Zhin civilization exists at a very
  primitive level (PL 0). This is mainly due to
  the difficult environmental and resource con-
  ditions of the Taxob-Zhin home world. In the
  face of these obstacles, the fact that there
  even is a definable Taxob-Zhin civilization
  says much about the abilities of the race.
  All Taxob-Zhin are hunter-gatherers. The
  basic unit of Taxob-Zhin social organization
  is the extended family (or clan). Each
  extended family is a matriarchy, led by the
  oldest female of the family, and all Taxob-
  Zhin trace their ancestry through their moth-
  er’s line. 
  Each family lives in a familial village that
  is a collection of crude huts made from the
  local vegetation and emplaced on stilts
  standing in a cleared space within the jungle. 
  Family (or clan) units fluctuate in size
  from around 10 members up to around 50
  and the size appears to be determined large-
  ly by what the immediate environment is
  able to support; whenever resources grow
  too scarce to support the existing family, one
  of the matriarch’s daughters takes her chil-
  dren away to carve out her own territory. 
  This forced migration occasionally brings
  the emigrants into contact with other fami-
  lies; this is the only source of contact
  between clans. Such contact can lead to
  everything from conflict, wherein one side
  tries to drive away the other from the territo-
  ry, to acceptance of the daughter and her
  children into the new clan. Again, this is
  chiefly driven by the resources available in
  the resident family’s area; if resources are
  scarce, the resident family will attempt to
  drive away the intruders, but if resources are
  plentiful, they will often adopt them.
  Taxob-Zhin have a spoken language,
  which varies to some extent from clan to
  clan, but have not developed a system of
  writing. 
  3
  TAXOB-ZHIN
  
  PERSONALITY
  Given their insular conditions and upbring-
  ing, Taxob-Zhin tend to be reserved when
  around others. Many humans mistake this for
  shyness or awe, but that is far off the mark.
  Rather, Taxob-Zhin simply prefer to listen and
  watch, skills that come in very handy on their
  home world, the scene and people around
  them before making any decisions.
  Given their very limited social skills,
  Taxob-Zhin can be very naive at times (acting
  much like human adolescents) and, at least ini-
  tially, are easily taken advantage of and
  manipulated by unscrupulous individuals. Of
  course, much like adolescents, once they real-
  ize what is going on, they quickly learn from
  the experience and the individuals that took
  advantage of them often end up regretting it.
  Taxob-Zhin are insatiably curious when it
  comes to new things and experiences and are
  not at all frightened or in awe of advanced
  technology. Of course, given their survival
  instinct, they are cautious when encountering
  something new. But once aware of a thing’s
  capabilities and limitations, they treat it as
  anyone else would (even if they don’t under-
  stand exactly how something works, they
  understand cause and effect just fine; after all,
  how many people really know how an internal
  combustion engine works, and yet drive a
  car?).
  TAXOB-ZHIN
  CHARACTERISTICS
  Taxob-Zhin speak their own language
  (Taxob-Zhin). Those that have traveled
  beyond their home world may also speak other
  languages.
  Racial Traits
  Taxob-Zhin have the following traits:
  Illiterate: Taxob-Zhin have no written lan-
  guage; one cannot take ranks in Read/Write
  Language (taxob-zhin). Taxob-Zhin may learn
  to speak and read/write other languages nor-
  mally.
  Lowlight Vision: A Taxob-Zhin can see
  4
  TAXOB-ZHIN
  1 Foot
  2 Foot
  3 Foot
  4 Foot
  5 Foot
  6 Foot
  Size Comparison Chart
  
  twice as far as normal in poor lighting condi-
  tions. A Taxob-Zhin can still distinguish col-
  ors, even in dim lighting. 
  Pounce: If a Taxob-Zhin leaps upon a foe
  during the first round of combat, it can make a
  full attack (three claws and one bite), even if it
  has already taken a move action. The Taxob-
  Zhin can only make use of this ability using its
  natural weapons. A Taxob-Zhin can extend
  and retract its claws as a free action.
  Rake: A Taxob-Zhin that pounces on a foe
  of Medium size or larger can make three
  attacks (+1 melee) with its foot claws for
  1d4+1 points of damage each in addition to its
  three hand claws and bite as part of its full
  attack. The Taxob-Zhin can only make use of
  this ability using its natural weapons. This is
  the only circumstance under which a Taxob-
  Zhin can bring more than three of its claws to
  bear in combat no matter how many foes it
  faces or what their size is.
  Stability: Because of their tripod stance,
  Taxob-Zhin gain a +4 race bonus on ability
  checks to resist bull rush and trip attempts
  when standing on the ground (but not when
  climbing, flying, riding, or otherwise not
  standing firmly on the ground).
  Skill Bonuses: Taxob-Zhin gain a +2 racial
  bonus on Spot checks and a +2 racial bonus on
  Survival checks.
  Bonus Feat: Taxob-Zhin gain the bonus
  feat Multiattack.
  Taxob-Zhin: CR 1; Medium extraterrestri-
  al humanoid; HD 1d8+1; hp 6; Mas 13; Init
  +0; Spd 40 ft.; Defense 10, touch 10, flatfoot-
  ed 10; BAB +0; Grap +1; Atk +1 melee
  (1d4+1, claw); Full Atk +1 melee (1d4+1, 3
  claws) and -1 melee (1d3, bite); FS 5 ft. by 5
  ft.; Reach 5 ft.; SQ Lowlight vision, pounce,
  rake (+1 melee, 1d4+1 damage), stability; AL
  varies; SV Fort +3, Ref +0, Will +0; AP 0; Rep
  +0; Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha
  10.
  Skills: Listen +4, Speak Taxob-Zhin, Spot
  +6, Survival +3
  Feats: Alertness, Multiattack
  Possessions: Loincloth, water-filled gourd.
  Advancement: By character class.
  TAXOB-ZHIN AS
  CHARACTERS
  Size: Medium. Taxob-Zhin have no spe-
  cial bonuses or penalties due to their size.
  Ability Modifiers: +2 Strength, +2
  Constitution, –2 Intelligence.
  Base Speed: 40 feet. Although their
  movement seems ungainly, Taxob-Zhin are
  very fast thanks to their additional leg.
  Natural Weaponry: Taxob-Zhin have
  viciously sharp hooked claws on the tops of
  their feet and hands and are considered armed
  (even when making unarmed attacks) at all
  times. These claws cause 1d4 points of dam-
  age (plus the Taxob-Zhin’s Strength bonus)
  and threaten a critical hit on a 20. Unless able
  to pounce (see below) on its opponent, a
  Taxob-Zhin cannot bring more than three of
  its claws to bear in combat. A Taxob-Zhin is
  able to extend and retract its claws as a free
  action.
  The mouths of Taxob-Zhin are also filled
  with rows of sharp teeth that cause 1d3 points
  of damage (plus one-half the Taxob-Zhin’s
  Strength bonus, rounded down) and threaten
  a critical hit on a 20.
  Lowlight Vision: Taxob-Zhin can see
  twice as far as normal in poor lighting condi-
  tions. A Taxob-Zhin can still distinguish col-
  ors, even in dim lighting. 
  Pounce: A Taxob-Zhin that leaps upon a
  foe during the first round of combat can make
  a full attack (three claws and one bite), even
  if it has already taken a move action. The
  Taxob-Zhin can only make use of this ability
  using its natural weapons. 
  Rake: A Taxob-Zhin that pounces on a foe
  of Medium size or larger can make three
  attacks with its foot claws in addition to its
  three hand claws and bite as part of its full
  attack. The Taxob-Zhin can only make use of
  this ability using its natural weapons. This is
  the only circumstance under which a Taxob-
  Zhin can bring more than three of its claws to
  bear in combat no matter how many oppo-
  nents it faces or what their size is.
  5
  TAXOB-ZHIN
  
  Stability: Because of their tripod stance,
  Taxob-Zhin gain a +4 race bonus on ability
  checks to resist bull rush and trip attempts
  when standing on the ground (but not when
  climbing, flying, riding, or otherwise not
  standing firmly on the ground).
  Skill Bonuses: Taxob-Zhin gain a +2 racial
  bonus on Spot checks and a +2 racial bonus on
  Survival checks.
  Bonus Feat: Taxob-Zhin gain the bonus
  feat Multiattack.
  Free Language Skills: Taxob-Zhin (speak
  only; Taxob-Zhin do not have a written lan-
  guage).
  Level Adjustment: +0 (+1 if using in d20
  Fantasy campaign).
  Taxob-Zhin Strong Hero 2/Tough Hero
  2: CR 4; Medium extraterrestrial humanoid;
  HD 2d8+6 plus 2d10+6; hp 32; Mas 16; Init
  +1; Spd 40 ft.; Defense 15, touch 15, flatfoot-
  ed 14; BAB +3; Grap +6; Atk +7 melee
  (1d4+4, claw); Full Atk +7 melee (1d4+4, 3
  claws) and +4 melee (1d3+2, bite); FS 5 ft. by
  5 ft.; Reach 5 ft.; SQ Lowlight vision, pounce,
  rake (+7 melee, 1d4+4 damage), stability; AL
  varies; SV Fort +7, Ref +1, Will +0; AP 2; Rep
  +0; Str 17, Dex 13, Con 16, Int 10, Wis 10,
  Cha 8.
  Occupation: Savage (see New Rules sec-
  tion)
  Skills: Balance +3, Climb +4, Hide +5,
  Intimidate +2, Jump +5, Listen +2, Move
  Silently +4, Spot +4, Survival +4, Swim +4
  Feats: 
  Alertness, 
  Athletic, 
  Combat
  Reflexes, Dodge, Multiattack, Power Attack,
  Weapon Focus (claws)
  Talents (Strong Hero): Melee Smash
  Talents (Tough Hero): Remain Conscious
  Possessions: per Progress Level.
  6
  TAXOB-ZHIN
  Taxob-Zhin in
  your campaign
  D20 FUTURE
  Although the Taxob-Zhin come from a
  very primitive civilization, this in no way pre-
  cludes their journey to the stars. However, as
  the Taxob-Zhin are not capable of journeying
  through space on their own, at least not initial-
  ly, they will require some outside help. 
  The most likely scenario is that the Taxob-
  Zhin are a subject, or allied, race of a space-
  faring race (this can be humanity or another
  alien race). Given their combat ability and
  limited experience with technology they
  would most likely be assigned simple jobs or
  placed in the military (they tend to be particu-
  larly effective as Dreadnoughts or Helix
  Warriors).
  Given 
  their 
  natural 
  toughness 
  and
  resilience, they might be employed (willingly
  or unwillingly) in dangerous jobs and/or on
  hazardous worlds or deep space. Once there,
  they could work from remote outposts or from
  ghettos in large cities, forming their own com-
  munities for comfort and protection in these
  strange new environs.
  Of course, once introduced to the possibil-
  ities of space travel, Taxob-Zhin civilization
  will inevitably advance and there is no reason
  why the Taxob-Zhin cannot eventually obtain
  their own spaceships and journey to the stars
  under their own terms. In such cases, entire
  families might journey into space, living
  among the stars much like they did on their
  home world and carving out their own terri-
  tories.
  
  D20 MODERN
  The Taxob-Zhin are specifically designed
  for inclusion into a d20 Future campaign as
  that is the type of campaign most likely to fea-
  ture alien contact. However, there is no reason
  that the Taxob-Zhin cannot appear in a d20
  Modern campaign (especially since the stats
  are identical).
  Instead of being aliens, Taxob-Zhin can be
  creatures of the Shadow. While their ferocious
  appearance and melee combat abilities make
  them natural predators (they would make par-
  ticularly effective Shadow Hunters, Street
  Warriors, Thrashers, and Wildlords), this does
  not have to be the case. They can just as easi-
  ly be a peaceful race of spiritualists (Acolytes,
  Mystics, and the Ecclesiarch prestige class)
  that is misunderstood because of their fear-
  some appearance. 
  Of course, they can still be used as aliens,
  but in such cases they are more likely a servi-
  tor race to a more advanced alien race (serving
  in a military capacity) unless the GM is will-
  ing to give them sufficient technology to per-
  mit to travel the stars on their own.
  D20 FANTASY
  Motivated GMs can also use the Taxob-
  Zhin as a new race for a d20 Fantasy cam-
  paign; it is easy to convert the Modern/Future
  stats to Fantasy stats. However, because of the
  lack of advanced weapons and technology to
  counter the Taxob-Zhin’s impressive melee
  combat skills in such a campaign, the Taxob-
  Zhin are considered to have a Level
  Adjustment of +1 in a d20 Fantasy campaign.
  7
  TAXOB-ZHIN
  new rules
  The following section contains new rules
  applicable to the Taxob-Zhin alien race. With
  permission from the GM, such rules may be
  applied to the general campaign.
  NEW OCCUPATION
  Savage 
  The savage occupation covers members of
  pre-agrarian (hunter-gatherer) civilizations.
  Prerequisite: Age 15+.
  Skills: Choose two of the following skills
  as permanent class skills. If a skill the charac-
  ter selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Balance, Climb, Hide, Listen,
  Move Silently, Spot, Survival.
  Bonus Feat: Select either Alertness or
  Archaic Weapon Proficiency.
  Wealth Bonus Increase: +0.
  SAVAGE
  WARRIOR
  A Savage Warrior is a warrior from a prim-
  itive culture or planet (although this doesn’t
  have to be the case, the mean streets of many
  civilized lands and planets are quite capable of
  breeding savage warriors). 
  Select this advanced class if you want your
  character to be a ferocious melee warrior.
  Although focused on melee combat, the sav-
  age warrior is not ignorant. Survival and vic-
  tory are the Savage Warrior’s ultimate goals
  and she is perfectly capable of making use of
  the tools of the modern world to achieve them.
  The fastest path into this advanced class is
  from the Tough hero basic class, though other
  paths are possible.
  
  REQUIREMENTS
  To qualify to become a Savage Warrior, a
  character must fulfill the following criteria.
  Base Attack Bonus: +2.
  Skill: Spot 5 ranks.
  Feat: Alertness.
  Class Information
  The following information pertains to the
  Savage Warrior advanced class.
  Hit Die
  The Savage Warrior gains 1d12 hit points
  per level. The character’s Constitution modifi-
  er applies.
  Action Points
  The Savage Warrior gains a number of
  action points equal to 6 + one-half her charac-
  ter level, rounded down, every time she attains
  a new level in this class.
  Class Skills
  The Savage Warrior’s class skills are as fol-
  lows.
  Balance (Dex), Climb (Str), Concentration
  (Con), Escape Artist (Dex), Hide (Dex),
  Intimidate (Cha), Jump (Str), Listen (Wis),
  Move Silently (Dex), Spot (Wis), Survival
  (Wis), Swim (Str), Tumble (Dex).
  Skill Points at Each Level: 3 + Int modi-
  fier (2 + Int modifier for nonhumans).
  CLASS FEATURES
  The following class features pertain to the
  Savage Warrior advanced class:
  Light Sleeper
  Savage Warriors are light sleepers and can
  make Listen checks even while asleep, with-
  out penalty. (A sleeping character normally
  takes a –10 penalty on Listen checks.)
  Rage
  A Savage Warrior can fly into a rage a cer-
  tain number of times per day. In a rage, a
  Savage Warrior temporarily gains a +4 bonus
  to Strength, a +4 bonus to Constitution, and a
  +2 morale bonus on Will saves, but she takes
  a –2 penalty to Defense. The increase in
  Constitution increases the Savage Warrior’s
  hit points by 2 points per level, but these hit
  points go away at the end of the rage when her
  Constitution score drops back to normal.
  These extra hit points are not lost first the way
  temporary hit points are. 
  While raging, a Savage Warrior cannot use
  any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape
  Artist, 
  Intimidate, 
  and 
  Ride), 
  the
  Concentration skill, or any abilities that
  require patience or concentration (including
  8
  TAXOB-ZHIN
  Table: The Savage Warrior
  Class
  Base
  Fort
  Ref
  Will
  Special
  Defense
  Reputation
  Level
  Attack
  Save
  Save
  Save
  Bonus 
  Bonus
  Bonus
  1st
  +1
  +1
  +1
  +1
  Light sleeper, rage
  +1
  +0
  2nd
  +2
  +2
  +2
  +2
  Survivor
  +2
  +0
  3rd
  +3
  +2
  +2
  +2
  Bonus feat,
  +2
  +1
  4th
  +4
  +2
  +2
  +2
  Greater rage, rage x2
  +3
  +1
  5th
  +5
  +3
  +3
  +3
  Uncanny dodge X
  +4
  +1
  6th
  +6
  +3
  +3
  +3
  Bonus feat,
  +4
  +2
  7th
  +7
  +4
  +4
  +4
  Tireless rage, rage x3
  +5
  +2
  8th
  +8
  +4
  +4
  +4
  Uncanny dodge X
  +6
  +2
  9th
  +9
  +4
  +4
  +4
  Bonus feat
  +6
  +3
  10th
  +10
  +5
  +5
  +5
  Mighty rage, rage x4
  +7
  +3
  
  casting spells, using FX items that require
  command words or FX completion (use acti-
  vated FX items may be employed normally),
  or using psionic powers if those are available). 
  She can use any feat she has except
  Combat Expertise and Dead Aim. 
  A fit of rage lasts for a number of rounds
  equal to 3 + the character’s (newly improved)
  Constitution modifier. A Savage Warrior may
  prematurely end her rage. At the end of the
  rage, the Savage Warrior loses the rage modi-
  fiers and restrictions and becomes fatigued (–2
  penalty to Strength, –2 penalty to Dexterity,
  can’t charge or run) for the duration of the cur-
  rent encounter (unless she is a 7th-level
  Savage Warrior, at which point this limitation
  no longer applies; see below).
  A Savage Warrior can fly into a rage only
  once per encounter. At 1st level she can use
  her rage ability once per day. At 4th level and
  every three levels thereafter, she can use it one
  additional time per day (to a maximum of four
  times per day at 10th level). Entering a rage
  takes no time itself, but a Savage Warrior can
  do it only during her action, not in response to
  someone else’s action.
  Survivor
  At 2nd level, when a Savage Warrior
  spends an action point to modify the result of
  a saving throw, she may roll an additional 1d6
  and take the best result, discarding the lower
  roll(s).
  Bonus Feats
  At 3rd, 6th, and 9th level, the Savage
  Warrior gets a bonus feat. The bonus feat must
  be selected from the following list, and the
  Savage Warrior must meet all the prerequisites
  of the feat to select it. 
  Acrobatic, Action Boost, Agile Riposte,
  Athletic, 
  Blind-Fight, 
  Cleave, 
  Combat
  Expertise, 
  Combat 
  Reflexes, 
  Dodge,
  Endurance, Focused, Frightful Presence, Great
  Cleave, Great Fortitude, Heroic Surge,
  Improved Bull Rush, Improved Damage
  Threshold, Improved Disarm, Improved
  Initiative, Improved Trip, Iron Will, Lightning
  Reflexes, Mobility, Power Attack, Quick
  Draw, Run, Spring Attack, Stealthy, Sunder,
  Toughness, Track, Weapon Finesse, Weapon
  Focus, Whirlwind Attack.
  Greater Rage 
  At 4th level, a Savage Warrior’s bonuses to
  Strength and Constitution during her rage each
  increase to +6, and her morale bonus on Will
  saves increases to +3; the penalty to Defense
  remains at –2.
  Uncanny Dodge X
  At 5th and 8th level the Savage Warrior
  gains the ability of Uncanny Dodge, or
  increases the potency of this ability if she
  already has it (usually gained as a Fast Hero or
  at 5th level Savage Warrior). If the Savage
  Warrior does not have Uncanny Dodge 1, she
  gains Uncanny Dodge 1: She retains her
  Dexterity bonus to Defense (if any) regardless
  of being caught flat-footed or struck by a hid-
  den attacker (she still loses her Dexterity
  bonus to Defense if she’s immobilized). If the
  Savage Warrior already has Uncanny Dodge 1,
  she gains Uncanny Dodge 2: She can no
  longer be flanked; she can react to opponents
  on opposite sides of herself as easily as she
  can react to a single attacker.
  If the Savage Warrior already has Uncanny
  Dodge 2, then she gains no further benefit
  from this ability.
  Tireless Rage
  At 7th level and higher, a Savage Warrior
  no longer becomes fatigued at the end of her
  rage.
  Mighty Rage
  At 10th level, a Savage Warrior’s bonuses
  to Strength and Constitution during her rage
  each increase to +8, and her morale bonus on
  Will saves increases to +4; the penalty to
  Defense remains at –2.
  9
  TAXOB-ZHIN
  
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the
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  15 COPYRIGHT NOTICEOpen Game License v 1.0
  Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002-
  2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
  Noonan, Stan!, Christopher Perkins, Rodney Thompson,
  and JD Wiker,  based on material by Jonathan Tweet,
  Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Future: Alien Race 1 – Taxob-Zhin, copyright 2004
  Michael Hammes. Published by Ronin Arts www.roni-
  narts.com. 
  10
  TAXOB-ZHIN
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Ronin Arts/Future - Alien Race 1 The Taxob-Zhin.pdf