TEXT: 1 
   
   
  Life-Shaping Handbook 
  Mastering the Fundamentals Forces of Life 
   
  Credits 
  Designer:  
  Bruno Fernandes 
  Development Team:  
  Bruno Fernandes, Yanick Moreau, Christopher Nahumck 
  Editor:  
  Bruno Fernandes 
  Rules Assistance and Review:  Daniel Bandera, Gabriel Cormier, Alexis Gervais, Fabiano de Oliveira 
  Layout: 
  Fabrício Lopes 
  Background Graphic: 
  Thiago de Souza 
  Resources: 
  Dark Sun Revised Setting, Dragon Magazine #234, Psionic Artifacts of Athas, Windriders 
  of the Jagged Cliffs. 
  Thanks to: 
   Fabrício Lopes for his feedback, Robert Aldrich for the short story. 
   
   
   
   
   
   
   
   
   
  Requires the use of the Dungeons & Dragons, Third Edition Core Books published by Wizards of the Coast, Inc. This 
  product utilizes updated material from the v.3.5 revision. 
   
  Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used 
  with permission. 
  © 2007 Wizards of the Coast 
  
  2 
   
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  3 
  Contents
  Introduction ........................................... 4 
  Life-Shaped in Your Game ............. 4 
  How to Use This Book .................... 4 
  Chapter 1: The Jagged Cliffs .............. 5 
  Jagged Cliffs Environment ............. 5 
  Natural Hazards .............................. 5 
  Wind and Weather ...................... 5 
  Other Dangers .............................. 5 
  Supernatural Hazards .................... 6 
  Disease .......................................... 6 
  Poison ............................................ 6 
  Rajaat’s‖Swamp ............................ 6 
  Jagged Cliffs Terrains ..................... 7 
  Vertical Forest Terrain ................ 7 
  Barren Rock Terrain .................... 7 
  Chapter 2: Races .................................... 9 
  Life in the Cliffs ............................... 9 
  Water, Food, and Settlement ...... 9 
  Travel ............................................ 9 
  Hospitality .................................... 9 
  Life-Shaping Races .......................... 9 
  Rhulisti .......................................... 9 
  Rhul-Thaun ................................ 11 
  Age, Height, and Weight .......... 12 
  Chapter 3: Supplemental Rules ....... 14 
  New Skills ...................................... 14 
  Craft (Life-shaped) .................... 14 
  Craft (Structure) ......................... 14 
  Heal ............................................. 14 
  Knowledge 
  (Architecture 
  and 
  Engineering) .................................... 15 
  Knowledge (Life-shaping) ........ 15 
  New Feats ....................................... 15 
  Additional Body Slot ................. 15 
  Blessed by Rajaat ....................... 15 
  Builder......................................... 16 
  Cliff Combat ............................... 16 
  Cliff Hanger ................................ 16 
  Efficient Shaper .......................... 16 
  Epic Mastershaper ..................... 16 
  Epic Nature-Bender ................... 16 
  Epic Shaper ................................. 16 
  Focused Shaping ........................ 16 
  Gifted Shaper ............................. 17 
  Graft Awareness ........................ 17 
  Graft Concealment .................... 17 
  Graft-Taker ................................. 17 
  Har-Etuil ..................................... 17 
  Improved Climbing ................... 17 
  Mastershaper .............................. 17 
  Nature-Bender ........................... 17 
  Pahr-Even ................................... 17 
  Prolific Shaper ............................ 18 
  Recycler ....................................... 18 
  Rhulisti Heritage........................ 19 
  Shape Creature........................... 19 
  Shape Tissue ............................... 19 
  Shape Tool .................................. 19 
  Shaper of Life ............................. 19 
  Take the Heat ............................. 19 
  Tender of Life ............................ 19 
  Vertical Orientation .................. 19 
  New Spells ..................................... 19 
  Command Life-Shaped ............ 19 
  Control Life-Shaped ................. 20 
  Detect Life-Shaped .................... 20 
  Organic Corruption .................. 20 
  Organic Disruption ................... 21 
  Chapter 4: Prestige Classes ............... 22 
  Cliffclimber .................................... 22 
  Gahv-erahn .................................... 24 
  Graftwarrior .................................. 27 
  Life-Shaper .................................... 29 
  Life-Tender .................................... 32 
  Nature-Master ............................... 33 
  Windancer ..................................... 36 
  Windrider ...................................... 38 
  Chapter 5: Equipment ....................... 42 
  Weapons ........................................ 42 
  Armor ............................................. 43 
  Gear ................................................ 44 
  Mounts ........................................... 45 
  Chapter 6: Life-Shaped Items .......... 46 
  Handling Life-Shaped Items ....... 46 
  Placement as Treasure .............. 46 
  Appearance ................................ 46 
  Using Items ................................ 46 
  Size and Life-Shaped Items ..... 46 
  Construction .............................. 47 
  Nourishment and Rest ............. 47 
  Tools ............................................... 47 
  Tissues ............................................ 48 
  Grafting and Removal .............. 48 
  Number of Grafts ...................... 48 
  Drawbacks ................................. 49 
  Body and Graft Slots ................. 49 
  Tissue Descriptions ................... 49 
  Creatures ........................................ 59 
  Body ............................................ 60 
  Locomotion ................................ 60 
  Manipulators ............................. 61 
  Natural Armor........................... 62 
  Sensory System.......................... 62 
  Ability Enhancements .............. 63 
  Accessories ................................. 64 
  Mutated Items ............................... 65 
  Artifacts .......................................... 66 
  The Arm of Radu ...................... 66 
  The Centennial Brain ................ 67 
  The Corundum Wormskin ...... 68 
  The Green Rhul ......................... 69 
  The Jade Marquess .................... 70 
  The Krek-etrac ........................... 73 
  The Last Tree ............................. 74 
  The Ma-Kat Mannequin ........... 75 
  The‖Rvk’chœl ............................. 76 
  The Skin of Hanuk..................... 77 
  The Spirit Wombs ...................... 78 
  The Tongue of Glib the Mad .... 81 
  Chapter 7: Monsters ........................... 82 
  Anago ............................................. 82 
  Arrowhead Gecko ......................... 83 
  Ber-ethern ....................................... 84 
  Bvanen ............................................ 85 
  Bvanen ........................................ 85 
  Bvanen Tribe Leader ................. 85 
  Climbdog ........................................ 88 
  Darkstrike ....................................... 89 
  Dhev-sahr ....................................... 90 
  Experiment Bav-rem ..................... 91 
  Farspeaker ...................................... 91 
  Gon-evauth .................................... 92 
  Mother ............................................ 93 
  Pathfinder ....................................... 94 
  Producers ....................................... 95 
  Ban-enos ..................................... 95 
  Bar-edum .................................... 96 
  Chuhn-egil .................................. 96 
  Don-eguth................................... 97 
  Drun-sahn ................................... 98 
  Fis-evar ....................................... 99 
  Ghov-erad ................................... 99 
  Vash-erat ................................... 100 
  Reggelid ........................................ 101 
  Arcane Warden ........................ 101 
  Blighter ..................................... 101 
  First Hoarder ............................ 102 
  Rhul-Takh .................................... 104 
  Shieldswarm ................................ 105 
  Slapper .......................................... 106 
  Splitter .......................................... 107 
  Swamp-touched Creature .......... 107 
  Swamp-touched Crodlu ......... 108 
  Swamp-touched Feylaar ......... 108 
  Swamp-touched Pterran Warrior
   ........................................................ 108 
  Watchpack .................................... 111 
  Weeper .......................................... 112 
  Wild Creature .............................. 113 
  Wild Dhev-sahr ....................... 113 
  Wild Watchpack ...................... 113 
  Wild Yihn-eflan ....................... 113 
  Yihn-eflan ..................................... 114 
  Chapter 8: Adventure Sites ............. 117 
  Mir-Sath ........................................ 117 
  Lost Rhulisti Caves ..................... 121 
  The Sanctuary of Pareth ............. 125 
  Appendix: Encounter Tables .......... 130 
  Index ................................................... 134 
  List of Numbered Tables ........ 135 
  Open Game License .................... 136 
  
  4 
  IInnttrroodduuccttiioonn  
  Never in all his years under the crimson sun had Grenith ever 
  imagined he would harbor such hate, but that had been before 
  his failed expedition had departed from Tyr. 
  The only reason he had not turned back until now was because 
  he knew they would never make it back to Tyr by the path they 
  had taken to get here. Since heading back was not a viable 
  option, the three survivors had trudged onward, until their path 
  was terminated by a vertical cliff. The distance down was 
  obscured by a thick, strange mist and heavy growth clinging to 
  the stones below them. 
  A group of strange looking, halfling-like people had ambushed 
  Grenith and his remaining teammates. Clinging to the great 
  wall of stone like spiders, each diminutive warrior had a 
  multitude of strange growths literally grafted to their flesh. 
  Blades on arms, crystal lenses over eyes, and even what looked to 
  be sections of tree bark fused to torsos and arms like armor were 
  the least of the strange things attached to the small frames of the 
  ambushers. 
  The attack had come quickly and ended in seconds. Now, in the 
  aftermath of the one-sided battle, they were all securely bound. 
  „Well,‟ he thought to himself. „At least I will not have to climb 
  back up the cliff now!‟ 
   
  In the first ages of Athas, the rhulisti worked with 
  living material the way a smith works with iron or a 
  carpenter with wood. The fruits of their labors were tools 
  and machines that lived, grew, and even reproduced. 
  After a long war between them, this age came abruptly to 
  an end. 
  One small enclave of rhulisti survived the end of the 
  Blue Age, though. Hidden away on the precarious Jagged 
  Cliffs, the rhul-thaun still practice the ancient ways. In the 
  eons since the passing of the Blue Age, the rhul-thaun 
  science of life-shaping has deviated and was somewhat 
  lost since this time. The life-shaped that are truly 
  descended from the Blue Age are much stronger and 
  elaborated, but not so different they bear no resemblance. 
  Life-shaped items were first introduced in the 
  Windriders of the Jagged Cliffs campaign expansion. This 
  book updates the rules to the latest 3.5 version of the 
  Dungeons & Dragons game and expands them to further 
  levels. 
  Life-Shaped in Your Game 
  Life-shaped items are not so easy to add to a 
  campaign. They are distinctly different from anything the 
  players or PCs have ever seen before, so the DM must be 
  careful. The methods by which you can introduce life-
  shaped elements in your campaign are many. 
  The simplest method is to put a life-shaped item in the 
  hands of a NPC; when the players see it in action, they 
  may start understanding its special nature and figure out 
  how to use them. Another method is to make the 
  characters first encounter the life-shaped in a location far 
  removed from their normal adventuring grounds. 
  No matter how you choose to introduce life-shaped 
  elements, this book is designed to be your first and best 
  resource. Here, you will find rules for creating new life-
  shaped items, new feats, equipment, monsters and more. 
  How to Use This Book 
  The Life-Shaping Handbook is designed for use in any 
  Dark Sun 3.5 game. You will need the Player’s Handbook 
  (PH), Dungeon Master’s Guide (DMG), Monster Manual 
  (MM) as well as the Dark Sun Core Rules (DS3) to make 
  use of the material in this book. 
  The topics covered in this book include: 
  Chapter 1: The Jagged Cliffs. This chapter describes 
  the terrain and perils of the Jagged Cliffs, a massive two-
  mile high cliff that separates the Tablelands from the 
  Crimson Savannah, home of the rhul-thaun. 
  Chapter 2: Races. This chapter describes the principal 
  race of the Jagged Cliffs, the life-shaping race of the rhul-
  thaun and the rhulisti, the race that originated most of the 
  intelligent races in Athas. 
  Chapter 3: Supplemental Rules. This chapter presents 
  selection of expanded skills related to life-shaping, feats 
  including several life-shaping feats, and new spells are 
  included here as well. 
  Chapter 4: Prestige Classes. This chapter introduces 
  eight new prestige classes that are somehow associated 
  with life-shaping and the Jagged Cliffs, including the 
  cliffclimber, life-shaper, life-tender, and the windrider. 
  Chapter 5: Equipment. Weapons, armor, gear, 
  common to the Jagged Cliffs dwellers and special items 
  needed in the life-shaping process are described in this 
  chapter. 
  Chapter 6: Life-Shaped Items. This chapter describes 
  the rules for creating and dealing with all kinds of life-
  shaped items. It also describes the powerful living 
  artifacts, known as the Rhul-tal. 
  Chapter 7: Monsters. This chapter describes several 
  new creatures that can be created using the life-shaping 
  rules and others that are thematically tied to the Jagged 
  Cliffs and life-shaping. 
  Chapter 8: Adventure Sites. This chapter presents 
  distinct adventure locales suitable for a campaign in the 
  Jagged Cliffs. 
  Appendix: Encounter Tables. This appendix provides 
  a set EL-based encounter tables for all your Jagged Cliffs 
  encounter requirements. 
  Behind the Veil: Introduction 
  As with the Dark Sun Core Rules, this book contains notes entitled ―Behind the Veil.‖ These notes discuss rationale for certain decisions 
  and other items of interest. These are notes and comments, and are not necessary to play the game; you can feel free to skip past them. 
  
  5 
  C
  Chhaapptteerr  11::  T
  Thhee  JJaaggggeedd  C
  Clliiffffss  
  Just a few miles north of where the Tyr Region ends, great salt flats and expansive sandy wastes form a barrier that severely hinders 
  travel. If you can make it across the barrier (I suggest going around, but that presents its own dangers), you will encounter great 
  wounds in the earth that spew forth noxious fumes and geysers of molten lava. Perhaps the most impressive sight is the miles-high 
  Jagged Cliffs. Standing at that edge is like being at the end of the world… 
  —The‖Wanderer’s‖Chronicle 
   
  From the top of the Jagged Cliffs, sheer rock walls 
  drop two miles to the lowlands. These vertical monoliths 
  descend in straight lines. No gradual slopes slide to the 
  bottom; no layered steppes ease the descent. Instead, each 
  portion of the rock wall is as steep as the walls of any city-
  state, though definitely on a more massive scale. The 
  name of the Cliffs comes from the irregular, jagged nature 
  of the horizontal plane, which from above appears as a rip 
  across the earth. 
  Powerful currents of air rush over the top of the Cliffs 
  to spill across the highlands. These air currents race at 
  high altitudes and affect the weather patterns farther 
  inland, but the climate around the Cliffs themselves is 
  relatively stable. A wall of fog that those who live near the 
  Cliffs call the Misty Border rises from the base of the rock 
  wall to just above its pinnacle, where it dissipates into the 
  sky as long, thinning tendrils of vapor. Produced by a 
  combination of water, magma pools, and ancient magic, 
  the Misty Border clings to the face of the Cliffs. It is dense 
  enough to hide the lowlands from those on or atop the 
  Cliffs. Occasionally a patch of the mist breaks open to 
  reveal the lowlands, but such breaks seal themselves after 
  a few moments. 
  Jagged Cliffs Environment 
  The most significant feature of the Jagged Cliffs is the 
  abundance of water. It forms clouds of mist that shroud 
  the Cliffs. It spills from underground sources and runs 
  down the rock face with amazing exuberance. It coats 
  trees and stones with sparkling droplets that grow as 
  large as vel fruit as they slide toward the ground. Water 
  trapped beneath the arid highlands finds freedom at the 
  Jagged Cliffs. 
  This section outlines some of the most commonly 
  encountered types of environments found within the 
  Jagged Cliffs. 
  Natural Hazards 
  This section builds on the information provided in 
  Chapter 3 of the Dungeon Master’s Guide, detailing the 
  hazards character might face on the Jagged Cliffs. 
  Environmental hazards specific to a type of terrain are 
  discussed in the Jagged Cliffs Terrains, later in this 
  chapter. 
  Wind and Weather 
  Winds in the Jagged Cliffs can be violent or even 
  deadly. Worse still, winds laden with hot vapor pose a 
  variety of hazards. 
  The average wind speed on the Cliffs is 15 mph, 
  however during windstorms, this speed can go up to 40 
  mph. Along with the dangers presented on pages 93-95 of 
  the Dungeon Master’s Guide, this poses an increased threat 
  to flying creatures, because they may be thrust against the 
  Cliffs, and it also increases the chances of being forced 
  near the hot mists (see below). 
  Other Dangers 
  Even without the dangers of dehydration, heatstroke, 
  or sandstorms normal Athasians deal with, the Jagged 
  Cliffs can be deadly. 
  Flash Floods 
  Waterfalls create impressive visual spectacles along 
  the cliff wall, but also present many dangers. The falling 
  water can create flash floods in the vertical forests, and 
  even burst unexpectedly from the rock to catch climbers 
  by surprise and wash them away. Characters who stay 
  below the water flow may drown (DMG 304). See Aquatic 
  Terrain, page 92 of the Dungeon Master’s Guide, for more 
  information about being swept away. 
  Along with the hazards of the falling water, the water 
  can also cause parts of the wall to crumble and slide. 
  Characters struck by flash flood must make a successful 
  DC 15 Reflex save or take 3d4 points of bludgeoning 
  damage. A flash flood passes through an area in 3d4 
  minutes. 
  Getting Lost 
  As discussed on chapter 3 of the Dungeon Master’s 
  Guide, adventurers might become lost while traversing 
  through the Cliffs. Refer to that chapter for more 
  information regarding the chances and effects of 
  becoming‖lost‖as‖well‖as‖regaining‖one’s‖bearings. 
   
  Table 2—1: DCs to Avoid Getting Lost 
  Terrain 
  Survival Check DC 
  Barren rock 
  17 
  Vertical forest 
  12 
   
  Additionally, mists and steam clouds can easily 
  confuse and disorient characters. Disorientation or even 
  
  6 
  hallucination from heatstroke can also cause a character to 
  be lost. 
   
  Table 2—2: DCs Modifiers to Avoid Getting Lost 
  Condition 
  Survival Check Modifier 
  Map 
  -4 
  Mist or steam 
  +2 
  Trackless* 
  +2 
  Tyr-storm 
  +4 
  *See Overland Movement, page 164 of the Player’s Handbook. 
  Steam and Mist 
  The temperature of the mists ranges from 85°F (29°C) 
  near the top of the Cliffs to around 130°F (54°C) at the 
  bottom. Clouds of scalding steam float within the Misty 
  Border, welling up from hidden sources to pose a hazard 
  to those who dwell along the Cliffs. These clouds of steam 
  normally cool to tolerable levels before reaching the 
  interior of the vertical forests that grow on the rock face, 
  but they can be deadly to the characters. 
  Areas with hot mist increase the effective temperature 
  by one category (see Athasian Heat, page 59 of the Dark 
  Sun Core Rules for more information). There are areas 
  where superheated steam burst within the Misty Border, 
  dealing 1d6 points of lethal damage (no save) per round 
  of exposition. Mist or steam obscures vision and provides 
  concealment. 
  Supernatural Hazards 
  Most supernatural hazards on the Cliffs come from the 
  Cliffs itself, the volcanic activity and the swamp below. 
  Avoiding Supernatural Hazards: Unless otherwise 
  noted‖in‖a‖hazard’s‖description,‖a‖character‖approaching‖
  an area of magical terrain at a normal pace is entitled a 
  Survival check to notice the danger before entering the 
  area. The DC of this check varies with a particular terrain. 
  Charging or running characters, or characters whose rate 
  of movement exceeds the extent of their current vision, 
  don’t‖have‖a‖chance‖to‖detect‖the‖threat‖before‖blundering‖
  in. Usually, characters who enter dangerous terrain 
  without noticing the danger complete their intended 
  movement becoming aware of it. 
  Disease 
  A character in the Jagged Cliffs who touches a 
  diseased creature, or ingests contaminated food or drink, 
  might contract one of the following diseases. See page 292 
  of the Dungeon Master’s Guide for explanations of the 
  infection, DC, incubation, and damage entries in the 
  following table. 
  Chitin Rot: Because of excess humidity, the chitin 
  becomes dull and streaked with gray, itching painfully. 
  Cliff Disease: A breathing disorder disease caused by 
  the mists. 
  Lung Infection: It causes chest pain, fever, and 
  difficulty breathing due to excess humidity. 
  Yellow Fever: This disease spreads through the bite of 
  a mosquito, causing fever, muscle aches, headache, 
  backache, and a yellowing of the skin, the white of the 
  eyes, and mucous membranes. 
   
  Table 2—3: Diseases 
  Disease 
  Infection DC 
  Incubation 
  Damage 
  Chitin rot 
  Contact 14 
  1 day 
  1d4 Dex1 
  Cliff disease 
  Contact 13 
  1 day 
  1d4 Cha 
  Lung infection 
  Contact 17 
  1d3 days 
  1d3 Dex, 1d3 
  Con1 
  Yellow fever 
  Injury 15 
  2d3 days 
  1d6 Con2 
  1 Kreen only. 
  2 Victim must make three successful saving throws in a row to 
  recover. 
  Poison 
  The poisons described in Table 2—4 can be found in 
  other areas, although they are more common in the 
  Jagged Cliffs. 
  Rubelu Mushroom: This rare milky white mushroom 
  grows‖only‖in‖certain‖areas‖of‖Rajaat’s‖Swamp. 
  Volcanic Fume: The magma pools on the base of the 
  Cliffs often vent a poisonous gas. 
  Rajaat’s Swamp 
  At the bottom of the Jagged Cliffs, two miles below 
  the level of the Tablelands, a fetid swamp stretches along 
  the base of the rock wall. This is the result of experiments 
  Rajaat made thousands of years ago while trying to 
  develop arcane magic. 
  Hot springs, open lava tubes, and magma pools heat 
  the waters in the swamp, producing clouds of steam and 
  mist that rise toward the top of the rock wall to create the 
  Misty Border. The residual magic produces twisted 
  creatures and monsters stained by the evil of defiling 
  magic. For this reason, the cliff dwellers hesitate to travel 
  deeper than the one-mile mark, and most refuse to get 
  within one half-mile of the swamp. 
  Movement inside the swamp is often considered 
  hampered (DMG 88). 
  The swamp is a dangerous place; the effects of its 
  uncontrolled 
  magic 
  are 
  unpredictable, 
  lurking 
  everywhere to mutate the unwary. One of these effects is 
  even more dangerous than shedding blood near the 
  Pristine Tower — just being inside this area is enough to 
  trigger wild mutations. 
  Mutagenic Areas: Mutagenic‖areas‖in‖Rajaat’s‖Swamp‖
  are extremely difficult to detect because of the 
  surrounding 
  mists 
  and 
  the 
  overgrown 
  vegetation 
  common to the swamp. A character approaching a 
  mutagenic area at a normal pace is entitled to a DC 20 
  Survival check to spot the danger before stepping into it. 
  A typical mutagenic area is anywhere from 1d100x100 
  feet in diameter. 
  Characters in a mutagenic area must make a Fortitude 
  save (DC 10, +1 per consecutive minute of being inside the 
  Table 2—4: Poisons 
  Poison 
  Type 
  Initial Damage 
  Secondary Damage 
  Price 
  Rubelu mushroom 
  Ingested DC 19 
  2d6 Con 
  1d6 Con + 1d6 Dex 
  350 Cp 
  Volcanic fume 
  Inhaled DC 13 
  Nauseated 
  1d4 Con 
  — 
  
  7 
  mutagenic area) every minute or suffer the same effects of 
  having being damaged once in the vicinity of the Pristine 
  Tower (see the Dregoth Ascending III adventure for more 
  details). Characters must continue to make saves for all 
  the time spent inside the mutagenic area, gaining more 
  mutations for every failed save, regardless of the number 
  of mutations they gain. 
  Characters drinking from the waters inside a 
  mutagenic area automatically become nauseated for one 
  round and must make a DC 20 Fortitude save or become 
  afflicted by a random mutation. 
  Jagged Cliffs Terrains 
  The Jagged Cliffs have a variety of terrain types. Some 
  are similar to those found in many places on Athas, others 
  are unique to the area, but all have special twists that 
  reflect the nature of the Cliffs themselves. 
  This 
  section 
  discusses 
  the 
  different 
  terrains 
  adventurers might come upon in the Jagged Cliffs. Many 
  of these terrains can exist simultaneously in the same 
  environment. 
  Vertical Forest Terrain 
  Vertical forests are much the same as those found in 
  the Forest Ridge, except that they cling to the side of the 
  Cliffs or rest atop and spill over jutting ledges of rock. 
  These tropical forests range in size from a few dozen 
  square feet to several miles across. 
  Table 2—5 lists the most common features found in 
  each of the two vertical forest categories. It is not 
  necessary to roll for each square; rather, these percentages 
  are presented as a guide for drawing maps. Typical and 
  medium 
  trees 
  are 
  mutually 
  exclusive. 
  However, 
  undergrowth and trees are not. 
   
  Table 2—5: Vertical Forest Features 
   
  —Vertical Forests Category— 
    
  Sparse 
  Dense 
  Typical trees 
  70% 
  80% 
  Medium trees 
  10% 
  20% 
  Light undergrowth 
  70% 
  50% 
  Dense undergrowth 
  20% 
  50% 
   
  Trees: Tall, twisting trees grow out and up from the 
  undergrowth of the Cliffs, reaching for the sun and 
  creating a thick canopy to cover the forest below. Plants, 
  bushes, and flowers of all descriptions cling to the roots 
  and branches of the twisting trees, filling the space 
  between the canopy and the undergrowth with thriving 
  vegetation. A creature standing in the same square as a 
  tree gains a +2 bonus to Armor Class. The presence of a 
  tree‖ doesn’t‖ otherwise‖ affect‖ a‖ creature’s‖ fighting‖ space,‖
  because‖it’s‖assumed the creature is using the tree to its 
  advantage when it can. The trunk of a typical tree has AC 
  5, hardness 5, and 100 hp. Dense forests have medium 
  trees as well. These trees take up an entire square and 
  provide cover to anyone behind them. They have AC 4, 
  hardness 5, and 300 hp. A square with typical or medium 
  trees is considered as having handholds and footholds. 
  Undergrowth: Small, sturdy shrubs and vines sprout 
  from cracks in the cliff face, forming a dense undergrowth 
  in which other plants can blossom. A space covered with 
  light undergrowth costs 2 squares of movement to be 
  climbed, and it provides concealment. Undergrowth 
  increases the DC of Climb and Move Silently checks by 2 
  because the leaves and branches get in the way. Heavy 
  undergrowth costs 4 squares of movement to move into, 
  and it provides concealment with a 30% miss chance 
  (instead of the usual 20%). It increases the DC of Climb 
  and Move Silently checks by 5. Heavy undergrowth is 
  easy to hide in, granting a +5 circumstance bonus on Hide 
  checks. Accelerated climbing is impossible. Squares with 
  undergrowth are often clustered together. 
  Cave Entrance: Cave entrances on the Jagged Cliffs 
  are typically between 5 and 20 feet wide and 10 feet deep. 
  Beyond the entrance, caves of all sizes and shapes can be 
  found. Some are no more than narrow, shallow 
  depressions, others open into elaborate natural mazes that 
  twist and turn for miles toward the Silt Sea. Most caves 
  are dry, providing some relief from the hot, wet mist. A 
  few caves appear almost organic in nature, as though 
  shaped by some intelligent being instead of by natural 
  erosion. Caves used as monster lairs typically have 1d4 
  rooms that are 1d4×10 feet across. 
  Stealth and Detection in Vertical Forests: As a 
  guideline, the maximum distance in vertical forest terrain 
  at which a Spot check for detecting the nearby presence of 
  others can succeed is 3d8×10 feet. In a dense forest, this 
  distance is 2d8×10 feet. However, during mist conditions, 
  the distance drops to 1d6×10 feet. 
  It’s‖ easier‖ to‖ hear‖ faraway sounds in the vertical 
  forests. The DC of Listen checks increases by 1 per 15 feet 
  between listener and source, not per 10 feet. 
  Rockslides 
  The continuing tremors affecting the land since the 
  day of the Great Earthquake cause natural passages in the 
  Cliffs to shift or collapse. For the effects of rockslides, see 
  Avalanches, page 90 of the Dungeon Master’s Guide. 
  Barren Rock Terrain 
  Desolate tracts of bare stone run for miles in every 
  direction before another type of terrain intrudes. The kind 
  of rock and its angle varies greatly. The only constant is 
  the wet, slick coating that paints the stone with shiny 
  droplets—a result of the high concentration of water 
  vapor. This condensation makes even the roughest 
  portions of the Cliffs slippery and harder to climb. Barren 
  rock is the most prevalent terrain type along the Cliffs. 
  Table 2—6 lists the most common features found in 
  each of the two barren rock categories. It is not necessary 
  to roll for each square; rather, these percentages are 
  presented as a guide for drawing maps. 
   
  Table 2—6: Barren Rock Features 
    
  Barren Rocks (Sheer) 
  Barren Rocks (Jagged) 
  Cliff 
  20% 
  25% 
  Chasm 
  5% 
  10% 
  Rock wall 
  65% 
  65% 
  
  8 
   
  Cliff: A cliff typically requires a DC 15 Climb check to 
  scale‖and‖is‖2d8×10‖feet‖tall.‖A‖cliff‖isn’t‖perfectly‖vertical,‖
  taking up 5-foot‖squares‖if‖it’s‖less‖than‖30‖feet‖tall‖and‖20-
  foot‖squares‖if‖it’s‖80‖feet‖or‖taller. 
  Chasm: Chasms function like pits in a dungeon setting 
  (DMG 68).‖Chasms‖aren’t‖hidden,‖so‖characters‖won’t‖fall‖
  into them by accident (although bull rushes are another 
  story). A typical chasm is 2d4×10 feet deep, at least 20 feet 
  long, and anywhere from 5 feet to 20 feet wide. It takes a 
  DC 15 Climb check to climb out of a chasm. 
  In jagged barren rock terrain, chasms are typically 
  2d8×10 feet deep. 
  Rock Wall: A vertical plane of stone, rock walls 
  require DC 25 Climb checks to ascend. A typical rock wall 
  is 2d6×10 feet tall in sheer barren rock and 2d10×10 feet 
  tall in jagged barren rock. Rock walls are drawn on the 
  edges of squares, not in the squares themselves. 
  Cave Entrance: Caves entrances function as described 
  under Vertical Forest Terrain, above. 
  Stealth and Detection in Barren Rock: The maximum 
  distance in barren rock terrain at which a Spot check for 
  detecting the nearby presence of others can succeed is 
  3d10×10‖feet.‖Because‖there’s‖little‖vegetation‖to‖obstruct‖
  line of sight, the specifics on your map are your best guide 
  for the range at which an encounter could begin. 
  It’s‖easier to hear faraway sounds in barren rock. The 
  DC of Listen checks increases by 1 per 20 feet between 
  listener and source, not per 10 feet. 
  Rockslides 
  Rockslides function as described under Vertical Forest 
  Terrain, above. 
   
  
  9 
  C
  Chhaapptteerr  22::  R
  Raacceess  
   
  “To hold a living creature in your hand, and truly understand the power and majesty of what you grasp. To shape and create not a 
  tool or an object, but a creature to work for you. To see that what you have wrought is what others see as the purview of nature itself. 
  This is what you must desire above all things.” 
  —An excerpt from the Exhortation of Apprentices, by life-shaper Ges-afith 
   
  Life in the Cliffs 
  The vertical arrangement of rhul-thaun cities is their 
  answer to the limitations of space on many of the cliffs. 
  Additionally, the cliffs themselves have conditioned the 
  rhul-thaun to think more in terms of an upright 
  orientation than a horizontal one. Their buildings are 
  stacked one upon the next and connected by ladders and 
  stairs as often as by horizontal walkways or bridges. 
  Newcomers visiting from the Tyr Region will find this 
  minor quirk to be confusing at first, but should soon 
  adapt. 
  Water, Food, and Settlement 
  Unlike other places on Athas, thirst is not an issue on 
  the Cliffs, and because of the ever-constant Misty Border, 
  water is never scarce. Rain is much more common than in 
  the Tablelands, and several springs and lakes can be 
  found thorough the region. Close to the Misty Border, a 
  simple cloth is more than enough to collect moisture from 
  the air. 
  The life-shaped food producers, now complemented 
  by vertical forests due to the fact their populations has 
  outgrown their production capacity, supply the rhul-
  thaun with all the food they need. 
  Adventurers that somehow manage to deal with the 
  Cliff Dweller’s xenophobia can find rest at various places 
  called safehomes, a rhul-thaun equivalent of tavern and 
  inn. Paying for its services might be a bit complicated, 
  since‖the‖Tableland’s‖coins‖aren’t‖used‖as‖currency‖by‖the‖
  rhul-thaun, which instead use a leaf-like oval growth 
  known as ghav-egoth‖(‚the‖value‖of‖life‛). 
  Travel 
  There are only a few ways to descend to the Jagged 
  Cliffs in the northern region. These include climbing, 
  flying, or via magic or psionic means. The trip is 
  dangerous, long, and frequently fatal. Those who have no 
  other means at their disposal and have a dire need to 
  descend the Cliffs must resort to climbing. The safest 
  mode of transport, however, is windriding. Using the life-
  shaping arts of their ancestors, the rhul-thaun make 
  creatures they call ber-ethern, gon-evauth, and yihn-eflan 
  (see page 50). 
  There are three basic ways for a traveler to reach the 
  Jagged Cliffs, which depends where he comes from. The 
  first and least recommended way is coming through the 
  Scorpion Plains/Glowing Desert, which although is the 
  fastest, has both the dangers of the desert and the menace 
  the bandit lords. Secondly, there is the perilous trip from 
  the Crimson Savannah, and requires either climbing up 
  the‖ two‖ miles‖ of‖ rock‖ or‖ passing‖ through‖ the‖ Si’jidzak,‖
  which can be very troublesome if you are not a tohr-
  kreen. Finally, the most common method is traveling from 
  the Tablelands, which is probably the safest and longest 
  way of reaching the cliffs. 
  See Chapter 3 of The Wanderer’s Chronicle for more 
  information on methods of travel to the Jagged Cliffs. 
  Hospitality 
  The rhul-thaun have lived in isolation for so long they 
  have become very xenophobic; they avoid dealing with 
  any other race unless necessary. The fact most rhul-thaun 
  do‖not‖speak‖Common‖doesn’t‖help‖either. 
  Life-Shaping Races 
  Rhulisti 
  The rhulisti is the original race and the true masters of Athas. 
  All rest is abomination. 
  —Uvher-onos Gothe, rhulisti nature-master 
   
  The rhulisti is the long gone race responsible for some 
  of the most profound changes Athas has ever suffered 
  and that spawned all the Rebirth races. They are a small 
  and proud race, with the richest and most ancient culture 
  Athas has ever seen. 
  Personality: Rhulisti have a very profound respect for 
  nature, even though they were able to manipulate life in 
  every single aspect, they rarely did it in reckless ways, 
  having several rules that guided their craft. 
  Rhulisti are also very proud of their heritage, extolling 
  the virtues of rhulisti in general and their mastery of 
  Nature for everyone that will listen. 
  Physical Description: Rhulisti look like a taller and 
  more sophisticated rhul-thaun (or a very civilized tall 
  Table 3—1: Racial Ability Adjustments 
  Race 
  Type 
  LA 
  Ability Adjustments 
  Favored Class 
  Automatic Languages 
  Rhulisti 
  Humanoid 
  +0 
  +2 Wisdom, —2 Strength 
  Bard 
  Rhulisti 
  Rhul-thaun 
  Humanoid 
  +0 
  +2 Dexterity, +2 Wisdom, —2 Strength 
  Rogue 
  Rhul-thaun 
  
  10 
  halfling)—small, pale-skinned creatures that never show 
  signs of their age. They stand a little over 3 feet tall and 
  usually weigh between 60 and 70 pounds. Most rhulisti 
  have brown hair cropped short (or sometimes shaven, 
  because it interferes with grafting), but blond or red hair 
  is not rare. They have no facial hair whatsoever. 
  Rhulisti prefer to wear their life-shaped creations.  
  Those who cannot afford or cannot wear them for some 
  reason, wear elegant, colorful tabards and cosmetic grafts 
  that show their family affiliation. 
  Relations: Rhulisti do not try to get along with other 
  races, in fact because of their self-proclaimed superiority, 
  they consider themselves the only true sentient race. 
  Every other intelligent creature is nothing but a beast to 
  them. 
  Most rhulisti abhor psionic and undead creatures, 
  considering them abominations of nature, banning or 
  destroying them as soon as discovered. They tend to 
  respect outsiders connected to the elemental planes, 
  because of their close relationship with nature, but 
  distrust them because of their supernatural abilities. 
  Alignment: The shapers and masters of nature that 
  tend to form the backbone of rhulisti society have 
  developed several rituals for their creations, which end 
  upon influencing everyone else, so rhulisti have a 
  tendency toward lawful alignments. Most nature-benders 
  tend to be of evil alignment, showing no respect for the 
  laws of nature or rhulisti society. 
  Rhulisti Lands: Rhulisti, during their gold age, 
  managed to rule almost the entire known regions of 
  Athas. They lived on enormous, self-contained, floating 
  cities, completely grown using their porous, rock-like 
  plant. Their cities had not roads, but canals filled with 
  long, slender living boats. The largest and most 
  developed‖ rhulisti‖ city‖ was‖ Tyr’agi,‖ located‖ where‖ now‖
  the city-state of Tyr lies. 
  Religion: Rhulisti usually worship nature, usually in 
  the form of the elements, especially Water. However, 
  some communities had deities of their own, all of which 
  are now long forgotten. 
  Psionics: Rhulisti do not trust those whom are born 
  with psionic abilities, seeing it as some sort of defect and 
  latent wickedness. Young rhulisti who develop psionic 
  powers are usually killed or exiled as soon as discovered. 
  Magic: Most rhulisti have never witnessed magic at 
  all, except for a few elemental clerics and druids, and 
  those who did usually did so in horror. A rhulisti 
  witnessing arcane magic, especially defiling would be 
  profoundly disgusted and horrified. 
  Language: Rhulisti speak their own language, which 
  has a unique writing system. The rhulisti writing system 
  was a combination of phonetic symbols and logograms. 
  The system has in total more than a thousand different 
  glyphs, although a few are variations of the same sign or 
  meaning, and many appear only rarely or are confined to 
  particular cities. Individual glyphs could represent either 
  a word or a syllable; indeed, the same glyph could often 
  be used for both. Spoken rhulisti is a breathy, elegant 
  tongue, and very pleasant to the ears. 
  Rhulisti never consider any other language worth 
  learning beside their own. 
  Names: A rhulisti usually receives a short name 
  during infancy and another later on during their puberty, 
  which reflects a positive behavior or talent they showed 
  during their early years. Receiving their definitive name is 
  a great event in the life of a rhulisti, and it is usually made 
  in a special ceremony, which represented entering 
  adulthood. 
  Male Names: Ahsi-orthe, Char-omak, Fihr-outh, Han-
  othal, Lesh-orath, Prish-ohre, Yahn-opar, Uvher-onos. 
  Female Names: Bish-ahir, Glerra-anil, Masha-anos, 
  Nush-auhn, Puhl-arhi, Sul-avehr, Yagis-auth, Vhar-anosh. 
  Family Names: Bale, Dare, Geshe, Gothe, Ghoune, 
  Hane, Sule, Zohre. 
  Adventurers: Rhulisti travel to learn more about the 
  surrounding world and increase their life-shaping 
  techniques, sometimes even undertaking dangerous 
  missions on behalf of their nature-master leaders, usually 
  battling against the flying kreen or nature-benders, or to 
  execute a psionic aberration. Several rhulisti were cast off 
  from their cities and communities because they showed 
  signs of spellcraft, psionics, or nature-bending, but it is far 
  more likely that an adventuring rhulisti left voluntarily, 
  hoping to gain enough knowledge to establish his own 
  life-shaping facility. 
  Rhulisti Society 
  Rhulisti societies exhibit the same psychological traits 
  individual 
  rhulisti 
  do—ambitious, 
  inventive, 
  and 
  arrogant. Some traits are stronger in a given society than 
  others, of course. One society could harbor the greatest 
  rhulisti minds of their generation, but be unable to 
  perceive the changes in their culture and environment. 
  Another society could be significantly less advanced in 
  life-shaping technology than others, but show greater 
  concerns about its inhabitants. 
  Rhulisti societies, no matter how organized, are overly 
  dependent on their life-shaping devices and the ocean. 
  Together, the two supply them with all raw materials 
  required for their survival and way of life. Because of this, 
  every rhulisti holds a great deal of reverence for both. 
  Role-Playing Suggestions 
  Bear in mind that the rhulisti culture described above: 
  considers every other race inferior; proudly wear your 
  life-shaping‖ items,‖ since‖ they‖ represent‖ your‖ race’s‖
  highest achievement. Take nature into the highest 
  regards; consider all forms of magic and psionic an 
  Behind the Veil: Brown Age Rhulisti 
  The rhulisti as described here have not been known on Athas for about 10,000 years. However, the DM might want to run a campaign on 
  the Green or Blue Age, or might even want to include an undead rhulisti as a NPC (some undead rhulisti are already described in Chapter 
  8). Some of these undead might even retain their life-shaping capabilities. 
  Some shadow giants might still have the ability to life-shape as well, but probably prefer to use their new abilities, since very few life-
  shaped items would endure in the Black. 
  
  11 
  abomination of the sacred laws of nature. 
  Rhulisti Racial Traits 
  •‖ Humanoid‖ (rhulisti):‖ Rhulisti‖ are‖ humanoid‖
  creatures with the rhulisti subtype. 
  •‖ +2‖ Wisdom, —2 Strength. Rhulisti have purity of 
  mind, but their bodies are not very strong. 
  •‖Small: As a Small creature, a rhulisti gains a +1 size 
  bonus to Armor Class, a +1 size bonus on attack rolls, and 
  a +4 size bonus on Hide checks, but he uses smaller 
  weapons than humans use, and his lifting and carrying 
  limits are three-quarters of those of a Medium character. 
  •‖Rhulisti‖base‖land‖speed‖is‖20‖feet. 
  •‖ +1‖ racial bonus on all saving throws: Rhulisti are 
  surprisingly capable of avoiding mishaps. 
  •‖+2‖racial bonus on saving throws against spells and 
  spell-like effects: Rhulisti have an innate resistance to 
  magic spells. 
  •‖ +2‖ racial bonus on saving throws against psionics 
  and psi-like effects: Rhulisti have an innate resistance to 
  the Way. 
  •‖ +2‖ racial bonus on Craft (life-shaped) checks: 
  Rhulisti truly master the craft of life-shaping. 
  •‖ +2‖ racial bonus on all Knowledge (life-shaping) 
  checks: Rhulisti society is filled with those items. 
  Knowledge (life-shaping) is always a class skill for 
  rhulisti. 
  •‖ Automatic‖ Languages: Rhulisti. Bonus Languages: 
  None. Rhulisti do not consider other languages worth 
  learning. 
  •‖ Favored‖ Class:‖ Bard.‖ A‖ multiclass‖ rhulisti’s‖ bard 
  class does not count when determining whether he takes 
  an experience point for multiclassing. 
  •‖Level‖Adjustment: +0 
  Rhul-Thaun 
  And so I found myself learning about a folk I had never heard 
  described even in rumors. These halflings are an ancient 
  people—in fact, they gave me a new measuring stick for 
  “ancient.” 
  —The‖Wanderer’s‖Chronicle 
   
  Like most of the other major humanoid races of Athas, 
  the rhul-thaun are the descendants of the rhulisti. While 
  all of the other races have changed and mutated radically, 
  the rhul-thaun closely resemble the rhulisti in almost 
  every respect. 
  The present-day rhul-thaun retain some of their 
  ancestors’‖knowledge,‖although‖much‖of‖it‖is‖buried‖in‖the‖
  rituals and traditions that govern the rhul-thaun society. 
  Personality: The rhul-thaun look upon the world 
  much as the rhulisti did: all life is sacred, and nature is a 
  force to be respected. So extreme have these notions 
  become that most rhul-thaun venerate the elements as 
  unknowable and uncontrollable forces. 
  Even though they look upon the random, indomitable 
  forces inherent in the world, the rhul-thaun seek at least a 
  thin veneer of reason to give the appearance of control. To 
  accomplish this, and to preserve what was left of their 
  ancestors’‖ knowledge,‖ they‖ devised‖ a‖ complex‖ set‖ of‖
  rituals, one for virtually every conceivable event and 
  activity in their lives: greeting, meals, dressing, trade, 
  war, dance, and all aspects of life requiring relationships 
  with others. 
  Physical Description: Rhul-thaun are small with light 
  and nimble bodies. The average height for rhul-thaun 
  males is 3 feet, while females are an inch or two shorter. 
  Light of bone and build, the physique of the people of the 
  cliffs is sinewy and tough. Their skin is fairer than most 
  Athasians and appears to be smooth and wrinkle-free 
  throughout most of their lives. Unlike other halflings, 
  rhul-thaun have pointy ears. 
  Rhul-thaun hair color is black or brown, but rare 
  individuals are blond or, more rarely, red heads. A typical 
  rhul-thaun has virtually no body hair other than on his 
  head and the presence of facial hair on other races would 
  probably cause them to believe that person to be an 
  animalistic, monstrous, or barbaric individual. Eye color 
  varies greatly, with green, gray, and brown being most 
  common. 
  Relations: The Jagged Cliffs dwellers have almost no 
  contact with the exterior world. Some explorers have 
  encountered reggelids in the Swamp below, but all those 
  finished in bloodshed, as the two races share a mutual 
  hatred. With a few occasional kreen attacks from the 
  grasslands or an occasional pyreen who comes to visit, the 
  rhul-thaun have no notion of what happens beyond the 
  Misty Border of their domain. When they meet other races 
  of the highlands, their reactions can vary from curiosity to 
  fear, since nothing in their myths or legends can prepare 
  them for such encounters. 
  Alignment: Rhul-thaun tend to be lawful, in general 
  good or neutral. Their devotion to repetition of familiar 
  rituals gives them the assurance that they are imposing 
  order on chaos and allows them to conceal their own 
  feelings, hidden behind the mask that formality provides. 
  Rhul-thaun Lands: On the western end of the 
  Glowing Desert, the land drops to form a fertile ledge on 
  the edge of the Jagged Cliffs. Primeval forest surrounds a 
  large lake and a lush clearing where the halfling city of 
  Thamasku resides. Thamasku is formed from the porous, 
  almost-organic stone of the ancient halflings and shaped 
  by those members of the community who still possess at 
  least a small fraction of the power once wielded by the 
  nature-masters. 
  Religion: Despite their universal passion for ritual, the 
  rhul-thaun know no gods. While nature is revered and 
  respected, the rhul-thaun seldom worship its attributes—
  except for a rare few. These individuals follow the paths 
  of the elemental priests who pay homage to the power of 
  the forces of earth, air, and water; fire is avoided by 
  almost all rhul-thaun. 
  Some venerate the memory and promises of High 
  Lord Rhan Thes-onel. Indeed, he has become a minor 
  deity of a sort. They wait for his return with the fanatical 
  assurance that he will bring with him a purpose for his 
  people. 
  Psionics: Rhul-thaun have long recognized the 
  existence of psionics and many individuals have 
  
  12 
  displayed natural mental powers. Those with powers 
  learn to use them subtly, when alone, or not at all, since it 
  is generally associated as‖a‖mutation‖with‖Rajaat’s‖Curse.‖
  No one has ever done an in-depth study of the nature of 
  psionics or learned the secrets of the Way—most likely, 
  none ever will. 
  Magic: Arcane magic remains a mystery among the 
  rhul-thaun. Their culture entered its cloistered isolation 
  before the power of sorcery was developed so the vast 
  majority of rhul-thaun continues completely ignorant of 
  the power of magic, its effects, and its practitioners—the 
  words wizard and magic are not even in their language. 
  When they experience the power of magic, their response 
  is to react with horror. 
  Language: The language of the rhul-thaun is directly 
  descended from the speech of the ancient rhulisti. Time 
  has modified the language, but it still sounds like its 
  forbearer. Both are breathy, elegant tongues, pleasant to 
  virtually every ear. To represent the breathy forms of the 
  spoken‖ language,‖ an‖ ‚h‛‖ is‖ often‖ inserted‖ between‖ a‖
  consonant and vowel when words are written. 
  Names: Names are determined in a special naming 
  ritual known as rhin-noss, the Rite of Beginning. Rhul-
  thaun names are usually formed by combining two 
  existing words to describe that which is being designated. 
  For example, those in charge of keeping law and order are 
  the vher-elus, or lawkeepers. 
  Rhul-thaun 
  names 
  always 
  have 
  their 
  gender 
  determined‖by‖the‖ first‖word‖ of‖its‖ second‖ half.‖‚A‛‖for‖
  female‖ names,‖ ‚o‛‖ for‖ male‖ names,‖ ‚e‛‖ for‖ neuter,‖ and‖
  ‚u‛‖is‖reserved‖for‖words‖the‖rhul-thaun consider sacred. 
  Male Names: Bal-orean, Bal-olech, Del-omihn, Dhev-
  ovaun, Rhan Thes-onel, Ser-ogoth, Thar-osul, Ther-onos. 
  Female Names: Cal-adek, Fen-aghoun, Hiv-anad, 
  Yihn-aruth, Wir-avios, Tel-amen, Val-agoth, Vher-asach. 
  Clan Names: Bein, Glahr, Taen, Sul. 
  Adventurers: Many rhul-thaun are curious to discover 
  what lies beyond the Misty Border. Even though they 
  have great difficulty in understanding the language and 
  practices‖ of‖ the‖ ‚horizontal‖ dwellers‛,‖ their‖ natural‖
  curiosity enables them to learn and interact with others, 
  albeit with difficulty. 
  Rhul-thaun Society 
  The significance of ritual is deeply rooted in the 
  culture of the cliff dwellers and ceremonial behavior is 
  ingrained into every aspect of rhul-thaun life. Everyday 
  activities, communications, economics, special events, and 
  even lawmaking involve highly developed protocols. In 
  fact, the ritualistic movement defines the rhul-thaun so 
  greatly has it shaped their societal and individual 
  characters that it cannot be separated from either of them. 
  Their need for structure is intense, and their 
  interpretation‖ of‖ the‖ world’s‖ design‖ is‖ centered around 
  the steps they take to define and control it. Their culture, 
  based on ideas they do not truly understand (life-
  shaping), involves rituals designed to organize and 
  interpret the world in their own terms. 
  Role-Playing Suggestions 
  Remember to consistently take your height into 
  account. Role-play the rhul-thaun culture: make ritualistic 
  activities that other consider strange and possibly silly; 
  see life, the forces of nature and even horizontal distances 
  in a different way. Witness arcane magic with amazement 
  and terror. 
  Rhul-thaun Racial Traits 
  •‖ Humanoid‖ (rhulisti):‖ Rhul-thaun are humanoid 
  creatures with the rhulisti subtype. 
  •‖+2‖Dexterity, +2 Wisdom, —2 Strength. Rhul-thaun 
  have quick and nimble forms and purity of mind and 
  spirit. 
  •‖Small: As a Small creature, a rhul-thaun gains a +1 
  size bonus to Armor Class, a +1 size bonus on attack rolls, 
  and a +4 size bonus on Hide checks, but he uses smaller 
  weapons than humans use, and his lifting and carrying 
  limits are three-quarters of those of a Medium character. 
  •‖Rhul-thaun base land speed is 20 feet. 
  •‖ +4‖ racial bonus on Climb checks: since they have 
  lived on the Jagged Cliffs since before records were kept 
  they developed an affinity with vertical thinking and 
  positioning. 
  •‖+2‖racial bonus on saving throws against poison and 
  saving throws against spells and spell-like effects. 
  •‖+1‖racial bonus on attack rolls with thrown weapons 
  and slings. 
  •‖+2‖racial bonus on Move Silently checks: Rhul-thaun 
  are sneaky. 
  •‖ +2‖ racial bonus on all Knowledge (life-shaping) 
  checks: Rhul-thaun society is filled with those items. 
  Knowledge (life-shaping) is always a class skill for rhul-
  thaun. 
  •‖Rhulisti‖Blood:‖For‖all‖effects‖related‖to‖race,‖a‖rhul-
  thaun is considered a rhulisti. Rhul-thaun, for example, 
  are just as vulnerable to special effects as their rhulisti 
  ancestors are, and they can wear life-shaped items just as 
  easily as those worn by rhulisti. (See Grafting and 
  Removal, page 53, for more information.) 
  •‖
  Automatic‖
  Languages: 
  Rhul-thaun. 
  Bonus 
  Languages: Bvanen, Pterran, Reggelid, Rhulisti, Tohr-
  kreen. Most rhul-thaun do not speak any language but 
  their own. 
  •‖ Favored‖ Class:‖ Rogue.‖ A‖ multiclass‖ rhul-thaun’s‖
  rogue class does not count when determining whether he 
  takes an experience point penalty for multiclassing. 
  •‖Level‖Adjustment:‖+0 
  Age, Height, and Weight 
  The‖ details‖ of‖ your‖ character’s‖ age,‖ gender,‖ height,‖
  weight, and appearance are up to you. However, if you 
  prefer some rough guidelines in determining those 
  details, refer to Tables 3—2, 3—3, and 3—4. 
  Character Age 
  Your‖character’s‖age‖is‖determined‖by‖your‖choice‖or‖
  race and class, as summed up on Table 3—2: Random 
  Starting Ages. 
  
  13 
   
   
  As your character ages, his or her physical abilities 
  scores change, as described on page 109 of the Player’s 
  Handbook. 
   
  Table 3—3: Aging Effects 
  Race 
  Middle 
  Age1 
  Old2 
  Venerable3 
  Maximum 
  Age 
  Rhulisti 
  60 yrs. 
  90 yrs. 
  120 yrs. 
  +5d10 yrs. 
  Rhul-
  thaun 
  60 yrs. 
  90 yrs. 
  120 yrs. 
  +3d10 yrs. 
  1 —1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 
  2 —2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 
  3 —3 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 
  Height and Weight 
  Choose‖ your‖ character’s‖ height‖ and‖ weight‖ from‖ the‖
  ranges mentioned on the racial description, or roll 
  randomly on Table: 3—4 Random Height and Weight. 
  The information given here supplements those on page 20 
  of the Dark Sun Core Rules. 
   
  Table 3—4: Random Height and Weight 
  Race 
  Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Rhulisti, male 
  3’2‖ 
  +2d4 
  40 lb. 
  x 1 lb. 
  Rhulisti, female 
  3’ 
  +2d4 
  35 lb. 
  x 1 lb. 
  Rhul-thaun, male 
  3’ 
  +2d4 
  35 lb. 
  x 1 lb. 
  Rhul-thaun, female 
  2’8‖ 
  +2d4 
  30 lb. 
  x 1 lb. 
   
   
  Table 3—2: Random Starting Ages 
  Race 
  Adulthood 
  Barbarian 
  Rogue 
  Bard, Fighter, Gladiator, Psychic 
  Warrior, Ranger 
  Cleric, Druid, Psion, 
  Templar, Wizard 
  Rhulisti 
  25 years 
  +2d4 
  +3d6 
  +4d6 
  Rhul-thaun 
  20 years 
  +2d4 
  +3d6 
  +4d6 
  
  14 
  C
  Chhaapptteerr  33::  S
  Suupppplleemmeennttaall  R
  Ruulleess  
   
  Even though the choice of races and base classes are 
  the‖starting‖point‖for‖a‖player,‖it’s‖the‖player’s‖choice‖of‖
  skills, feats, spells and other supplemental rules that 
  define and differentiate each character. This chapter 
  presents many new such options for the players of life-
  shaping characters. 
  New Skills 
  The skill covered in this chapter relate to the 
  construction and use of life-shaped item. A new category 
  is provided for the Craft, Heal, and Knowledge skills. 
  The skill descriptions here follow the format as 
  defined in the Player’s Handbook. 
  Skill Synergy 
  As‖ described‖ in‖ the‖ Player’s‖ Handbook‖ (see‖ Skill‖
  Synergy on page 66), in general, having 5 or more ranks in 
  one skill gives you a +2 bonus on skills checks with its 
  synergistic skills. Table 4—5: Skill Synergies indicates the 
  synergies that apply to skills discussed in this chapter. 
   
  Table 4—5: Skill Synergies 
  5 or more ranks in… 
  Gives a +2 bonus on… 
  Craft (life-shaped) 
  Life-shaped item Appraise checks 
  Knowledge (architecture and 
  engineering) 
  Craft (structure) checks 
  Knowledge (architecture and 
  engineering) 
  Profession (mason) checks 
  Knowledge (life-shaping) 
  Craft (structure) checks made to 
  build structures out of nen and 
  rahn-rath 
  Knowledge (life-shaping) 
  Craft (life-shaped) checks 
   
  Craft (Life-shaped) (Int, Trained Only) 
  Like Knowledge, Perform, and Profession, Craft is 
  actually a number of separate skills. This entry specifically 
  relates to creating life-shaped items; see page 70 of the 
  Player’s Handbook for other Craft categories and for 
  guidelines on making Craft checks. 
  Craft (life-shaped) allows you to create and improve 
  life-shaped creatures, tissues and tools. 
  This is a very unusual skill, difficult to learn and 
  harder to master, and the DM should take great care to 
  see that this skill is not treated casually. 
  Special: A rhulisti has a +2 racial bonus on Craft (life-
  shaped) because their society truly masters life-shaping. 
  A‖character‖without‖a‖healer’s‖or‖botanist’s‖kit‖takes‖a‖
  —2 penalty on Craft (life-shaped) checks. 
  A character with the Shaper of Life feat gets a +2 
  bonus on all Craft (life-shaped) checks. 
  To make an item using Craft (life-shaped), you must 
  possess life-shaping equipment and be trained into the 
  Knowledge (life-shaping) skill. If you are working on a 
  large rhul-thaun settlement, you can buy what you need 
  as part of the raw materials cost (usually nen, pith or 
  rahn-rath) to make the item, anywhere else is practically 
  impossible to find it. Purchasing and maintaining a 
  shaper’s‖lab‖(page‖50)‖grants‖a‖+2‖circumstance bonus on 
  Craft (life-shaped) because you have the perfect tools for 
  the job, but it does not affect the cost of any items made 
  using the skill. 
  You can only make masterwork life-shaped items if 
  you have the Mastershaper feat. 
  Synergy: If you have 5 or more ranks in Craft (life-
  shaped), you get a +2 bonus on Appraise checks related to 
  life-shaped items. 
  If you have 5 or more ranks in Knowledge (life-
  shaping), you get a +2 bonus on Craft (life-shaped) checks. 
  Untrained: Unlike other Craft skills, Craft (life-
  shaping) is trained only. An untrained Craft (life-shaping) 
  check is simply an Intelligence check. 
   
  Craft (Structure) (Int) 
  Like Knowledge, Perform, and Profession, Craft is 
  actually a number of separate skills. This entry specifically 
  relates to creating buildings and structures; see page 70 of 
  the Player’s Handbook for other Craft categories and for 
  guidelines on making Craft checks. 
  Craft (structure) allows you to build structures from 
  scratch, including moats, walls, bridges, houses, and so 
  forth. 
   
  Type of Structure (Examples) 
  Craft DC 
  Simple (bookcase, wall) 
  15 
  Moderate (catapult, shed) 
  20 
  Complex (house, warehouse) 
  25 
  Advanced (arena, bridge, palace) 
  30 
   
  When building a structure, you describe the kind of 
  structure you want to construct; the DM then decides if 
  the structure is simple, moderate, complex, or advanced 
  in scope and difficulty. 
  Synergy: If you have 5 or more ranks in Knowledge 
  (life-shaping), you get a +2 bonus on Craft (structure) 
  checks made to build structures out of nen and rahn-rath. 
   
  Heal (Wis) 
  In addition to the uses of this skill covered in the 
  Player’s Handbook, the Heal skill can be also used to repair 
  life-shaped creatures and tissues. 
  Check: The DC and effect depend on the task you 
  attempt. 
  Task  
  Heal DC 
  Long-term care (life-shaped) 
  18 
  Repair creature or tissue 
  20 
   
  Repair Creature or Tissue: Repairing damage to a tissue 
  or creature takes 1 hour of work, requires a healer or 
  
  15 
  botanist’s‖ kit,‖ and‖ a‖ proper‖ facility.‖ (Without‖ one‖ or‖
  another, a character takes a —2 penalty on the check; 
  without both kits, the penalty increases to —4.) At the end 
  of the hour, if your Heal check is successful, the creature 
  recovers 1d8 points of damage. If damage remains, you 
  may continue to make repairs for as many hours as it 
  takes to restore the tissue or creature to full hit points. 
  Long-Term Care: You can provide long-term care to 
  life-shaped creatures. It works the same way as described 
  on page 75 of the Player’s Handbook, except you can tend 
  up to twice your character level and the DC is increased 
  by 3. 
  Action: Repairing damage to a life-shaped tissue or 
  creature takes 1 hour of work. Providing long-term care 
  requires 8 hours of light activity. 
  Try Again: Varies. Generally‖speaking,‖you‖can’t‖try‖a‖
  Heal check‖ again‖ without‖ proof‖ of‖ the‖ original‖ check’s‖
  failure. 
  Special: A life-shaped creature or tissue that is 
  reduced to 0 hp cannot be repaired. It can be recycled, 
  however (see the Recycler feat description, page 22). 
  A character with the Tender of Life feat gets a +2 
  bonus on Heal checks. 
   
  Knowledge 
  (Architecture 
  and 
  Engineering) (Int; Trained Only) 
  Like the Craft, Perform, and Profession skills, 
  Knowledge actually encompasses a number of unrelated 
  skills. This entry specifically relates to the body of lore 
  dealing with buildings, structures, and fortifications in all 
  its forms; see page 78 of the Player’s Handbook for other 
  Knowledge categories and for guidelines on making 
  Knowledge checks. 
  Knowledge (architecture and engineering) covers the 
  planning, construction, maintenance of fixed structures or 
  public works, including the relevant terminology. 
  Synergy: If you have 5 or more ranks in Knowledge 
  (architecture and engineering), you get a +2 bonus on 
  Craft (structure) and Profession (mason) checks. 
  Untrained: An untrained Knowledge check is simply 
  an Intelligence check. Without actual training, you know 
  only common knowledge (DC 10 or lower). 
   
  Knowledge (Life-shaping) (Int, Trained 
  Only) 
  Like the Craft, Perform, and Profession skills, 
  Knowledge actually encompasses a number of unrelated 
  skills. This entry specifically relates to the body of lore 
  dealing with life-shaped creation in all its forms; see page 
  78 of the Player’s Handbook for other Knowledge categories 
  and for guidelines on making Knowledge checks. 
  Knowledge (life-shaping) covers all of the rituals 
  needed to create life-shaped items and entails the 
  knowledge of what creatures needs for sustenance, 
  preferable temperatures and humidity, and other specifics 
  necessary for tending the life-shaped. 
  This is a very unusual skill, difficult to learn and 
  harder to master, and the DM should take great care to 
  see that this skill is not treated casually. 
  Check: You can make a Knowledge (life-shaping) 
  check to correctly identify tools and tissues and, as well as 
  identify unfamiliar life-shaped creatures. 
  When confronted with an unfamiliar life-shaped item, 
  you can make a Knowledge (life-shaping) check to 
  correctly surmise the primary (if not singular) purpose of 
  the item. A successful check result does not enable you to 
  use the item, nor does it make you proficient with it. The 
  DC check depends on the item being identified, as shown 
  on the table below: 
   
  Life-Shaped Item 
  Knowledge DC 
  Basic tool or instrument 
  10 
  Tissue or creature manipulator 
  15 
  Life-shaped graft 
  20 
  Rhulisti artifact 
  40 
   
  Special: A rhul-thaun or a rhulisti has a +2 racial 
  bonus on Knowledge (life-shaping) because their society 
  is saturated by then. 
  A character with the Shaper of Life feat gets a +2 
  bonus on all Knowledge (life-shaping) checks. 
  Synergy: If you have 5 or more ranks in Knowledge 
  (life-shaping), you get a +2 bonus on Craft (life-shaped) 
  checks. 
  If you have 5 or more ranks in Knowledge (life-
  shaping), you get a +2 bonus on Appraise checks related 
  to life-shaped items. 
  Untrained: An untrained Knowledge (life-shaping) 
  check is simply an Intelligence check. Without actual 
  training, you know only common knowledge (DC 10 or 
  lower). 
  New Feats 
  Although these new feats are generally more useful 
  for Jagged Cliffs characters, many of them retain their 
  usefulness in other regions. An NPC encountered in the 
  Cliffs often has one or more of the feats found in this 
  section. The new feats described in this chapter are 
  summarized on Table 4—6: New Feats. 
   
  Additional Body Slot [Epic] 
  Benefit: Choose a body slot region. You can now wear 
  one more graft on that body slot and gain its benefit 
  without receiving a negative level. 
  Normal: Without this feat, a character is limited to one 
  graft per foot, one per hand, one per head, two on the 
  torso, two on each arm and two on each leg (see Body and 
  Graft Slots, page 54). 
  Special: A character can gain this feat multiple times. 
  Each time the character takes the feat, it applies to a new 
  body slot. 
   
  Blessed by Rajaat [Racial] 
  You were positively affected by the energies from the 
  swamp at the base of the Jagged Cliffs. 
  
  16 
  Prerequisite: Rhul-thaun, being born within 2 miles of 
  the Swamp. 
  Benefit: Because of the mutating nature of their 
  rhulisti ancestors, rhul-thaun are especially susceptible to 
  the‖ swamp‖ energies,‖ known‖ as‖ ‚Rajaat’s‖ Curse‛.‖ The‖
  creatures with this feat have inherited this capacity to 
  react positively and suffer mutations according to the 
  following table. 
   
  d% 
  Mutation 
  1-8 
  You were born with a fully usable extra limb (typically an 
  arm). Although the limb is fully useable, the difficulties 
  involved in coordinating its use with other limbs mean the 
  character’s ability scores are unaffected. The character 
  could, however, use it to wield an additional secondary 
  weapon, for example, and could benefit from the 
  Multiattack feat. If it’s a leg, your base speed increases by 
  5 ft. 
  9-15 
  You were born with claws instead of hands, receiving a 
  claw attack, which deals 1d3 damage 
  16-20 
  Reinforced muscles and bones, +1 Strength bonus 
  21-25 
  Reinforced heart and organs, +1 Constitution bonus 
  26-30 
  Flexible bones and improved reflexes, +1 Dexterity bonus 
  31-38 
  Acute sight, +3 bonus on Search checks 
  39-46 
  Acute hearing, +3 bonus on Listen checks 
  47-57 
  Nocturnal sight, darkvision up to 30 ft. 
  58-65 
  Thick skin, +2 natural armor bonus 
  66-73 
  Reinforced muscles and tendons, +3 bonus on Jump 
  checks 
  74-80 
  Primitive gills, ability to breathe underwater for up to 1 
  hour/day 
  81-86 
  Altered immunologic system, +2 bonus on Fortitude saves 
  against poison 
  87-92 
  Altered immunologic system, +2 bonus on Fortitude saves 
  against diseases 
  93-00 
  Roll twice. 
   
  Special: This feat must be selected at 1st level. 
   
  Builder [General] 
  You have a knack for building things. 
  Benefit: Pick any two Craft skills. You get a +2 bonus 
  on all checks involving those skills. 
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a new set of Craft skills. 
   
  Cliff Combat [General] 
  You are skilled in fighting while climbing. 
  Prerequisite: Climb 1 rank. 
  Benefit: While climbing, you retain half your 
  Dexterity bonus to AC (if any). In addition, you can use a 
  buckler while climbing without penalty. 
  Special: A fighter may select Cliff Combat as one of 
  his fighter bonus feats. 
   
  Cliff Hanger [General] 
  You are hard to make fall while climbing. 
  Prerequisite: Climb 7 ranks. 
  Benefit: If you take damage while climbing, you gain 
  a +4 bonus to your Climb check to see if you avoid falling. 
  In addition, the Climb check DC to catch yourself while 
  falling‖from‖a‖wall‖is‖the‖wall’s‖DC + 10. The DC to catch 
  yourself from a slope is the slope normal DC. 
  Normal: The Climb check DC to catch yourself from 
  falling‖from‖a‖wall‖is‖the‖wall’s‖DC + 20 and from a slope 
  is‖the‖slope’s‖DC + 10. 
   
  Efficient Shaper [Epic] 
  Prerequisites: Any Shape feat, Craft (life-shaped) 24 
  ranks, Knowledge (life-shaping) 24 ranks. 
  Benefit: Creating a life-shaped item using that feat 
  requires half the normal time, with a minimum of one 
  day. 
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it applies 
  to a different Shape feat. 
   
  Epic Mastershaper [Epic] 
  You shape masterwork items of epic proportions. 
  Prerequisites: Mastershaper, Craft (life-shaped) 24 
  ranks. 
  Benefit: You can shape masterwork items that have 
  enhancement bonuses up to +6. Additionally, you can 
  shape as many masterwork features on a singles item as 
  you desire (as long as the total bonus does not exceed +6) 
  Apply the following modifiers to the Craft (life-
  shaped) check DC for masterwork items: 
   
  Mastershape Feature  DC Modifier 
  Mastercraft (+4)  
  +15 
  Mastercraft (+5)  
  +20 
  Mastercraft (+6)  
  +30 
   
  Epic Nature-Bender [Epic] 
  You can alter living creatures in epic proportions. 
  Prerequisites: Craft (life-shaped) 24 ranks, Nature-
  bender. 
  Benefits: You can use your ability to alter living 
  creatures exceeding the normal limits for the Nature-
  bender feat. For instance, you could change a target into a 
  creature whose Hit Dice is greater than 15 or change the 
  target into any creature type you want. 
   
  Epic Shaper [Epic] 
  You can create life-shaped items of epic proportions. 
  Prerequisites: Shape Creature, Craft (life-shaped) 24 
  ranks, Knowledge (life-shaping) 24 ranks. 
  Benefit: You can create life-shaped items that exceed 
  the normal limits for such items (see Chapter 6: Life-
  Shaped Items for more details). For instance, you could 
  create a Medium life-shaped Body with a Hit Dice total 
  greater than 4 or a locomotion mode with quadruple 
  speed. 
   
  Focused Shaping [Psionic] 
  Your mental focus helps you create life-shaped items. 
  Benefits: While psionically focused, you receive a +3 
  bonus on all Craft (life-shaped) checks and Knowledge 
  (life-shaping) checks. 
  
  17 
  Gifted Shaper [General] 
  Your life-shaped items last longer. 
  Prerequisites: Craft (life-shaped) 1 rank. 
  Benefits: When rolling to determine the life-shaped 
  item’s‖maximum‖age,‖increase‖the‖result‖by‖one-half. 
   
  Graft Awareness [General] 
  You are very careful with you grafts and are able to 
  protect them from attacks. 
  Benefits: Grafts on you receive a +4 bonus to AC to 
  resist sunder attempts. If a graft takes damage, you may 
  make a Reflex save DC 10 + the amount of damage the 
  item takes (after subtracting hardness) to transfer the 
  damage to yourself. 
  Special: A fighter may select Graft Awareness as one 
  of his fighter bonus feats. 
   
  Graft Concealment [General] 
  You are able to better conceal and disguise life-shaped 
  grafts on your body. 
  Prerequisite: Disguise 5 ranks. 
  Benefits: On a successful Disguise check, you are able 
  to reduce the penalty to Bluff, Diplomacy, Gather 
  Information, and Handle Animal checks because of your 
  grafts worn by one half (round up). The base DC for this 
  check is 15 + the number of life-shaped grafts on your 
  body. 
   
  Graft-Taker [General] 
  You can have more grafts attached than normal 
  without suffering ill effects. 
  Benefit: The maximum number of grafts you can have 
  without suffering negative levels increases by 1. 
  Special: You can gain this feat multiple times. Its 
  effects stack. 
  A fighter may select Graft-taker as one of his fighter 
  bonus feats. 
   
  Har-Etuil [Racial] 
  You belong to the Har-etuil, the rhul-thaun clan 
  leaders. 
  Prerequisites: Rhul-thaun. 
  Benefit: You get a +3 bonus on all Diplomacy checks 
  and Knowledge (local) checks. 
   
  Improved Climbing [General] 
  You can climb faster than you normally could. 
  Prerequisites: Climb 7 ranks. 
  Benefit: You can climb at half your speed or at your 
  normal speed while using the accelerated climbing 
  option. 
  Normal: You climb at one-quarter your speed. 
   
  Mastershaper [General] 
  You are adept at creating masterwork life-shaped 
  items 
  (including 
  tools, 
  grafts, 
  weapons, 
  creature 
  manipulators, and armor). 
  Prerequisites: Craft (life-shaped) 8 ranks, Knowledge 
  (life-shaping) 8 ranks. 
  Benefit: When successfully completed, a masterwork 
  life-shaped item provides an enhancement bonus on skill 
  checks made to use the item. A masterwork weapon 
  provides an enhancement bonus on attack or damage rolls 
  (player’s‖choice).‖A‖masterwork suit of armor provides an 
  enhancement bonus to AC or lessens its armor check 
  penalty‖by‖1‖(player’s‖choice).‖In‖each‖case,‖the‖bonus‖can‖
  be +1, +2, or +3, and no single item can have more than 
  one masterwork feature. (For instance, you cannot shape a 
  masterwork weapon that gains a bonus on attack rolls 
  and damage rolls.) 
  On average, it takes twice as long to shape a 
  masterwork item as it does to shape an ordinary item of 
  the same type. The cost to shape a masterwork item is 
  equal to the price for the item (or its components) x the 
  bonus provided by the masterwork feature (+1, +2, or +3). 
  In addition to the price, you must also pay a XP cost equal 
  to 250 × the bonus provided by the masterwork feature. 
  Apply the following modifiers to the Craft (life-
  shaped) check DC for masterwork items: 
  Masterwork Feature  DC Modifier 
  Masterwork (+1)  
  +3 
  Masterwork (+2)  
  +5 
  Masterwork (+3)  
  +10 
  You can add the masterwork feature to an existing 
  ordinary item or a lower-grade masterwork item by 
  paying the cost and then making the Craft (life-shaped) 
  check as though you were shaping the item from scratch. 
   
  Nature-Bender [General] 
  You can use your life-shaping abilities on living 
  creatures. 
  Prerequisites: 
  Life-shaping 
  improvement 
  class 
  feature. 
  Benefits: You can use your ability to life-shape to alter 
  living creatures. This ability works just like the polymorph 
  spell, except you can alter an unwilling creature on a 
  failed Fortitude save (DC 10 + 1/2 your ranks in Craft (life-
  shaped) + your Int modifier), you use your ranks in the 
  Craft (life-shaped) skill as your caster level, the target 
  does not regain hit points, and the duration is permanent. 
  Altering a creature takes one day per Hit Dice of the 
  affected‖ creature,‖ requires‖ a‖ shaper’s‖ lab‖ (see‖ page‖ 50),‖
  and provokes an attack of opportunity. At the end of this 
  time, make a Craft (life-shaped) check (DC 12 + the 
  target’s‖Hit Dice), failure means that you must start over. 
  If you fail by 5 or more, the target dies. 
   
  Pahr-Even [Racial] 
  You‖ excel‖ at‖ destroying‖ the‖ ‚hated‖ destroyers‛,‖ the‖
  reggelids. 
  Prerequisites: Rhul-thaun. 
  Benefits: You receive a +1 racial bonus on attack rolls 
  against reggelids. Furthermore, you receive a +2 racial 
  bonus on saving throws against spells and spell-like 
  effects cast by reggelids. 
  
  18 
  Prolific Shaper [General] 
  You are adept at making life-shaped items at a lower 
  cost than usual. 
  Prerequisites: Any Shape feat. 
  Benefits: When determining the ceramic piece cost in 
  raw materials you need to shape an item, reduce the base 
  price by one-quarter. 
   
  Recycler [General] 
  You can recycle material from destroyed life-shaped 
  creatures and tissues. 
  Prerequisites: Knowledge (life-shaping) 1 rank. 
  Benefit: You can re-use dead life-shaped creatures and 
  tissues. The table below gives the amount of time needed, 
  DCs for specific items, and the amount of money obtained 
  on a successful check. 
   
  Recycled Item 
  Time Required 
  Search DC 
  Cp Obtained 
  Creature 
   
   
   
  Tiny or smaller  
  5 min. 
  15 
  30 Cp 
  Small to Large  
  15 min. 
  20 
  40 Cp 
  Huge or bigger  
  30 min. 
  25 
  55 Cp 
  Tissue 
   
   
   
  Regular 
  5 min. 
  15 
  20 Cp 
  Graft 
  15 min. 
  20 
  30 Cp 
   
  At the end of the listed time, make a Search check. If 
  the check is successful, you receive an amount of ceramic 
  pieces equal to the amount listed, either by selling the 
  parts or using them to offset the raw material cost of 
  future life-shaped creations. 
  Table 4—6: New Feats 
  General Feats 
  Prerequisite 
  Benefit 
  Builder3 
  — 
  +2 bonus in two Craft skills 
  Cliff Combat1 
  Climb 1 rank 
  Retain half your Dexterity bonus to AC while climbing 
  Cliff Hanger 
  Climb 7 ranks 
  +4 bonus to negate falling while hit while climbing 
  Gifted Shaper 
  Craft (life-shaped) 1 rank 
  Increase life-shaped item’s maximum age by 50% 
  Graft Awareness1 
  — 
  +4 bonus to AC to resist sunder attempts on your grafts 
  Graft Concealment 
  Disguise 5 ranks 
  Reduce the penalty to interaction skills because of your grafts by 50% 
  Graft-taker1,2 
  — 
  Increase the number of maximum grafts worn without penalty 
  Improved Climbing 
  Climb 7 ranks 
  Double your climbing speed 
  Mastershaper 
  Craft 
  (life-shaped) 
  8 
  ranks, 
  Knowledge (life-shaping) 8 ranks 
  Create masterwork life-shaped items 
  Nature-bender 
  Life-shaping 
  improvement 
  class 
  feature 
  Use life-shaping on living creatures 
  Prolific Shaper 
  Any Shape feat 
  Reduce cost for life-shaped items by 25% 
  Recycler 
  Knowledge (life-shaping) 1 rank 
  Transform dead life-shaped items in raw materials 
  Shaper of Life 
  — 
  +2 bonus on Craft (life-shaped) and Knowledge (life-shaping) checks 
  Tender of Life 
  — 
  +2 bonus on Handle Animal and Heal checks 
   
   
   
  Psionic Feats 
   
   
  Focused Shaping 
  — 
  +3 bonus on Craft (life-shaped) and Knowledge (life-shaping) checks 
  while psionically focused 
   
   
   
  Racial Feats 
   
   
  Blessed by Rajaat 
  Rhul-thaun 
  Receive beneficial mutation 
  Har-etuil 
  Rhul-thaun 
  +3 bonus on Diplomacy and Knowledge (local) checks 
  Pahr-even 
  Rhul-thaun 
  +1 bonus on attacks against reggelids and +2 bonus against reggelid spells 
  Rhulisti Heritage 
  Any Rebirth race 
  Gain bonus on saves and increase graft success rate 
  Take the Heat 
  Jagged Cliffs region 
  +2 bonus on saves against fire, treat extreme heat as if it were very hot 
  Vertical Orientation 
  Rhul-thaun 
  +2 bonus on Climb and Jump checks, increased vertical reach 
   
   
   
  Epic Feats 
   
   
  Additional Body Slot3 — 
  Wear more grafts on the same region 
  Efficient Shaper 
  Any Shape feat, Craft (life-shaped) 24 
  ranks, Knowledge (life-shaping) 24 
  ranks 
  Reduce the time to create life-shaped items by 50% 
  Epic Mastershaper 
  Mastershaper, Craft (life-shaped) 24 
  ranks 
  Create masterwork life-shaped items that exceed normal limits 
  Epic Nature-bender 
  Nature-bender, Craft (life-shaped) 24 
  ranks 
  Alter living creatures exceeding the normal limits 
  Epic Shaper 
  Shape Creature, Craft (life-shaped) 24 
  ranks, Knowledge (life-shaping) 24 
  ranks 
  Create life-shaped items that exceed normal limits 
  Shape Feats 
   
   
  Shape Creature 
  Craft 
  (life-shaped) 
  15 
  ranks, 
  Knowledge (life-shaping) 15 ranks 
  Create life-shaped creatures 
  Shape Tissue 
  Craft 
  (life-shaped) 
  10 
  ranks, 
  Knowledge (life-shaping) 10 ranks 
  Create life-shaped tissues 
  Shape Tool 
  Craft 
  (life-shaped) 
  5 
  ranks, 
  Knowledge (life-shaping) 5 ranks 
  Create life-shaped tools 
  1 A fighter may select this feat as one of his fighter bonus feats. 
  2 You can gain this feat multiple times. Its effects stack. 
  3 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new body slot, feat, or to a new 
  set of skills. 
  
  19 
  Special: A particular life-shaped creature or tissue can 
  be successfully recycled only once. Any further attempts 
  to recycle the remains fail automatically. 
   
  Rhulisti Heritage [Racial] 
  You come from a family with a particular strong 
  rhulisti ancestry. 
  Prerequisites: Any Rebirth race. 
  Benefits: You gain a +1 racial bonus on saving throws 
  against spells, powers, spell-like abilities, and psi-like 
  abilities. In addition, your graft success rate increases 
  +15% (see Grafting and Removal, page 53). 
  Special: This feat must be selected at 1st level. 
   
  Shape Creature [Shape] 
  You can create life-shaped creatures. 
  Prerequisites: Craft (life-shaped) 15 ranks, Knowledge 
  (life-shaping) 15 ranks. 
  Benefits: You can create life-shaped creatures. To 
  shape a creature, you must use up raw materials costing 
  one-third‖of‖the‖item’s‖price.‖Use‖the‖standard‖Craft skill 
  rules (see page 70 of the Player’s Handbook), except the 
  time and DC of the Craft (life-shaped) check to create a 
  life-shaped creature depends on its size and features (see 
  Body, page 65). If both checks succeed, the life-shaped 
  creature functions properly. If either or both checks fail, 
  the life-shaped’s‖design‖is‖flawed;‖another 24 hours must 
  be spent fixing the problems, and two new checks must be 
  made at the end of that time. If you fail a check by 4 or 
  less, you make no progress this week. If you fail by 5 or 
  more, you ruin half the raw materials and have to pay 
  half the original raw material cost again. 
   
  Shape Tissue [Shape] 
  You can create life-shaped tissues. 
  Prerequisites: Craft (life-shaped) 10 ranks, Knowledge 
  (life-shaping) 10 ranks. 
  Benefits: You can create life-shaped tissues. To shape 
  a tissue, you must use up raw materials costing one-third 
  of‖the‖item’s‖price.‖Use‖the‖standard‖Craft skill rules (see 
  page 70 of the Player’s Handbook) to determine the time to 
  create‖a‖tissue‖(put‖the‖item’s‖price‖in‖ceramic‖bits‖instead‖
  of sp). At the end of that time, you must succeed at a Craft 
  (life-shaped) check (DC 18). If the check succeeds, the life-
  shaped tissue functions properly and if it is a graft it can 
  be grafted any time. If it fails, the life-shaped’s‖design‖is‖
  flawed; another 24 hours must be spent fixing the 
  problems, and a new check must be made at the end of 
  that time. If you fail the check by 4 or less, you make no 
  progress this week. If you fail by 5 or more, you ruin half 
  the raw materials and have to pay half the original raw 
  material cost again. 
   
  Shape Tool [Shape] 
  You can create life-shaped tools. 
  Prerequisites: Craft (life-shaped) 5 ranks, Knowledge 
  (life-shaping) 5 ranks. 
  Benefits: You can create life-shaped tools. To shape a 
  tool, you must use up raw materials costing one-third of 
  the‖ item’s‖ price.‖ Use‖ the‖ standard‖ Craft skill rules (see 
  page 70 of the Player’s Handbook) to determine the time to 
  create‖a‖tool‖(put‖the‖item’s‖price‖in ceramic bits instead of 
  sp). At the end of that time, you must succeed at a Craft 
  (life-shaped) check (DC 12) and a Knowledge (life-
  shaped) check (DC 12). If both checks succeed, the life-
  shaped tool functions properly. If either or both checks 
  fail, the life-shaped’s‖ design‖is‖ flawed;‖another‖24‖hours‖
  must be spent fixing the problems, and two new checks 
  must be made at the end of that time. If you fail a check 
  by 4 or less, you make no progress this week. If you fail 
  by 5 or more, you ruin half the raw materials and have to 
  pay half the original raw material cost again. 
   
  Shaper of Life [General] 
  You have a knack for life-shaping endeavors. 
  Benefits: You get a +2 bonus on all Craft (life-shaped) 
  checks and Knowledge (life-shaping) checks. 
   
  Take the Heat [Racial] 
  After a long time living close to the hot mists, you can 
  easily resist high temperatures 
  Prerequisites: Jagged Cliffs region. 
  Benefit: You gain a +2 bonus on saving throws against 
  fire effects. You treat extreme heat as if it were very hot, 
  (DMG 303) but suffer normally from abysmal heat, or 
  from supernatural heat. 
   
  Tender of Life [General] 
  You have a knack for caring for life-forms. 
  Benefits: You get a +2 bonus on all Handle Animal 
  checks and Heal checks. 
   
  Vertical Orientation [Racial] 
  You 
  excel 
  at 
  activities 
  that 
  require 
  vertical 
  displacement. 
  Prerequisites: Rhul-thaun. 
  Benefit: You get a +2 bonus on Climb and Jump 
  checks. Additionally, when making a high jump, your 
  vertical reach is 6 feet. 
  New Spells 
  Although almost all rhulisti and rhul-thaun shun 
  magic in all of its forms, their enemies do not. These spells 
  were devised by the reggelid to be used against the 
  people of Jagged Cliffs, but some of them retain their 
  usefulness in other regions. A reggelid encountered at the 
  swamp in the base of the Cliffs often has one of more of 
  the spells found in this section. 
  Command Life-Shaped 
  Transmutation 
  Level: Drd 3, Wiz 3 
  Components: V, M 
  
  20 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to 2 HD/level of life-shaped creatures, no 
  two of which can be more than 30 ft. apart 
  Duration: One day/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Reaching out with your thoughts, you grasp the mind of 
  your life-shaped foes, making them befriend you. 
   
  This spell allows you some degree of control over one 
  or more life-shaped creatures. Affected life-shaped 
  creatures can understand you, and they perceive your 
  words and actions in the most favorable way (treat their 
  attitude as friendly). They will not attack you while the 
  spell lasts. You can try to give a subject orders, but you 
  must win an opposed Charisma check to convince it to do 
  anything‖ it‖ wouldn’t‖ ordinarily‖ do.‖ (Retries‖ are‖ not‖
  allowed.) A commanded life-shaped never obeys suicidal 
  or obviously harmful orders, but it might be convinced 
  that something very dangerous is worth doing. 
  You can affect a number of life-shaped creatures 
  whose combined level or HD do not exceed twice your 
  level. 
  Material Component: A drop of cam-rahn. 
  Control Life-Shaped 
  Transmutation 
  Level: Drd 8, Wiz 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to 2 HD/level of life-shaped creatures, no 
  two of which can be more than 30 ft. apart 
  Duration: 1 min./level 
  Saving Throw: Will negates 
  Spell Resistance: No 
   
  Calling upon your reserves of personal power, you utter the 
  enchantment and gain control of the will of your life-shaped 
  foes. 
   
  This spell enables you to control the actions of one or 
  more life-shaped creatures for a short period of time. You 
  command the creatures by voice and they understand 
  you, no matter what language you speak. Even if vocal 
  communication is impossible the controlled life-shaped 
  do not attack you. At the end of the spell, the subjects 
  revert to their normal behavior. 
  Suicidal or self-destructive commands are simply 
  ignored. 
  Material Component: A drop of cam-rahn. 
  Detect Life-Shaped 
  Divination 
  Level: Wiz 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  Using your hatred for the life-shaped, your reach out with 
  your mind to sense the presence of your enemies. 
   
  You can detect the presence of life-shaped creatures in 
  a cone emanating out from you in whatever direction you 
  face. The amount of information revealed depends on 
  how long you search a particular area. 
  1st Round: Presence or absence of life-shaped items 
  (including creatures with the life-shaped construct 
  subtype, or creatures wearing life-shaped items) in the 
  area. 
  2nd Round: Number of life-shaped creatures or items 
  in the area, and the condition of the healthiest specimen. 
  3rd Round: The condition (see below) and location of 
  each life-shaped item present. If a life-shaped item is 
  outside your line of sight, then you discern its direction 
  but not its exact location. 
  Conditions: For purposes of this spell, the categories 
  of condition are as follows: 
  Normal: Has at least 90% of full normal hit points, free 
  of disease. 
  Fair: 30% to 90% of full normal hit points remaining. 
  Poor: Less than 30% of full normal hit points 
  remaining, afflicted with a disease, or suffering from a 
  debilitating injury. 
  Weak: 0 or fewer hit points remaining, afflicted with a 
  disease in the terminal stage, or crippled. 
  If a creature falls into more than one category, the 
  spell indicates the weaker of the two. 
  Each round you can turn to detect life-shaped items in 
  a new area. The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of lead, or 3 
  feet of wood or dirt blocks it. 
  Organic Corruption 
  Necromancy [Death] 
  Level: Wiz 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Organic material within a 10-ft.-cube 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (object) 
  Spell Resistance: Yes (object) 
   
  After smearing the acid on your finger, you point it toward 
  your enemy. A sickly-green sphere of energy briefly engulfs him 
  and his surroundings. You watch satisfied as pain shows on his 
  face and his equipment sprouts molds and visibly rots. 
   
  Organic corruption causes a partial decomposition of 
  living matter within its area of effect. The spell corrupts 
  all organic material within the area, permanently 
  reducing the hardness of these materials by 2 (minimum 
  
  21 
  0) and halving their hit points (minimum 1) per inch of 
  thickness. Armors and shields made of organic materials 
  (bone, chitin, hide, leather, wood, and life-shaped items) 
  lose 1d4 points of Armor Class (minimum 0) through 
  decomposition. Magical and psionic items are unaffected 
  by organic corruption. 
  All living creatures within the area take 1 point of 
  damage +1 point per caster level (maximum +10). 
  Material Component: A drop of acid. 
  Organic Disruption 
  Necromancy [Death] 
  Level: Wiz 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Organic tissue within a 10-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates or Fortitude half; see 
  text 
  Spell Resistance: Yes 
   
  A sphere of dark energy appears out of nowhere and 
  disappears just as quickly. In its place, all organic life is turned 
  to dust. 
   
  Organic disruption snuffs out the life force of life-
  shaped creations and those who use them. 
  The spell destroys all organic material (including life-
  shaped items) and 1d4 HD worth of life-shaped creatures 
  per caster level (maximum 10d4), turning it to dust. Life-
  shaped creatures with the fewest HD are affected first; 
  among creatures with equal HD, those who are closest to 
  the‖burst’s‖point‖of‖origin‖are‖affected‖first.‖No‖life-shaped 
  creature of 9 or more HD can be affected, and Hit Dice 
  that are not sufficient to affect a life-shaped creature are 
  wasted. 
  All other organic creatures take 2d6 points of damage 
  +1 point per caster level (maximum +10). 
  Material Component: A drop of acid. 
   
  
  22 
   
  C
  Chhaapptteerr  44::  PPrreessttiiggee  C
  Cllaasssseess  
   
  “Life shapes are the wondrous tools of our ancient past. They are our heritage, our birthright. Cast off the dead. Use not the unliving 
  tool. Our ancient glory can only be restored by embracing life, not death. 
  We are all that is left. We hold in our hands the fate of our people. The rhul-thaun are the true fruit of the rhulisti tree. The life 
  shapes are what set us above the other races. Only we still know the secrets of life and how to shape it. Heed not the temptations of 
  the powers of the mind, for they are anathema. Spurn the lesser races for they are not of the true blood. Believe in the life shapers, for 
  only they can deliver you to the glory that is our birthright.” 
  —Loi Far-oneth, master life-shaper 
   
  This chapter presents prestige classes that support life-
  shaping characters and characters wishing to benefit from 
  life-shaped items. 
  Prestige classes included in this chapter include the 
  life-shaper, who is a master of creating life-shaped items; 
  the graftwarrior, whose grafts evolve along with him; the 
  cliffclimber, a master of vertical movement; the life-
  tender, who specializes in caring for all life forms; and the 
  windrider, the flamboyant rider of life-shaped creations. 
  If you are interested in a prestige class, examine its 
  entry requirements carefully. Most of the classes in this 
  book have stringent requirements that require some or 
  much knowledge about life-shaping or the Jagged Cliffs. 
  The prestige classes found in this chapter are described 
  below in broad terms that can help you narrow your 
  choices. 
   
  Class 
  Description 
  Cliffclimber 
  Cliffs and mountains expert 
  Gahv-Erahn 
  Miraculous healer 
  Graftwarrior 
  Uses grafts to become the perfect weapon 
  Life-Shaper 
  A master of creating life-shaped items 
  Life-Tender 
  Specializes at handling life-shaped creations 
  Nature-Master 
  The expert on all life-shaped matters 
  Windancer 
  Acrobatic performer 
  Windrider 
  Airborne rider extraordinaire 
  Cliffclimber 
  “Strong of back and sturdy limbs, 
  Blackened hair and fair of skin, 
  Nimble fingers grip the stone, 
  I must face the cliffs alone.” 
  —Verse 117 of the Cliffclimber's Chant 
   
  Cliffclimbers are those who make their living by 
  scaling cliff walls and crossing the distances between 
  villages found on the ledges. They use ropes, hooks, 
  harnesses, and even some life-shaped climbing gear as 
  secondary equipment, but prefer to scale amazing 
  distances up the sheer cliffs employing nothing but their 
  bare hands and feet. 
  Obviously, cliffclimbers are essential in a society that 
  dwells on the ledges of these imposing cliffs. Cliffclimbers 
  not only scale the cliffs vertically, but travel along them 
  laterally, back and forth between the various halfling 
  settlements and the vertical forests. Cliffclimbers normally 
  use well-traveled routes across the face of the Jagged 
  Cliffs. 
  Becoming a Cliffclimber 
  Most 
  cliffclimbers 
  are 
  fighters, 
  though 
  some 
  barbarians and rangers might take some levels in this 
  class. The fighter bonus feats helps the cliffclimber further 
  improve his combat abilities, while the ranger favored 
  terrain helps the cliffclimber thrive in his locale of choice. 
  The‖barbarian’s‖fast‖movement‖and‖ability‖to‖rage‖greatly‖
  improves‖the‖cliffclimber’s‖Climb speed. 
   
  Entry Requirements 
  Base attack bonus: +2 
  Skills: Climb 5 ranks, Survival 4 ranks 
  Feats: Cliff Combat, Endurance 
  Race: Rhul-thaun. 
  Class Features 
  Cliffclimbers master the art of vertical combat and cliff 
  reconnaissance. A cliffclimber uses this ability to move 
  quickly and unnoticed in the face of the Cliffs. All of the 
  following are class features of the cliffclimber prestige 
  class. 
  Cliff Stride (Ex): You gain a competence bonus equal 
  to your cliffclimber level on all Climb checks. 
  Tools of the Trade: At 1st level, you receive a 
  climber’s‖kit,‖a‖grasping‖hook,‖and‖50‖ft.‖of‖rope. 
  Cliff Fighting (Ex): The ability to fight, maneuver, and 
  evade while standing on or clinging to the narrow ledges 
  of the sides of the cliffs are necessary survival skills for 
  cliffclimbers. You gain a +2 bonus on attack rolls and a +1 
  competence bonus to Armor Class while fighting on cliff 
  faces and ledges. At 8th level, the bonus on attack rolls 
  increases to +4 and the AC bonus increases to +2. 
  Track: You gain Track as a bonus feat. 
  Quick Climber (Ex): You can move at half-speed 
  while climbing without taking the normal -5 penalty. 
  Additionally, you can pound two pitons into a wall per 
  minute. 
  Swift Tracker (Ex): Beginning at 5th level, you can 
  move at your normal speed while following tracks. See 
  
  23 
  the ranger class feature, page 48 of the Player’s Handbook. 
  Sureclimber (Ex): Beginning at 6th level, you become 
  well 
  acquainted 
  with 
  the 
  dangers 
  of 
  hills 
  and 
  mountainous terrain. You can ignore DC modifiers on 
  Balance, Move Silently, and Tumble checks derived from 
  scree, steep slopes, or light undergrowth (DMG 89). 
  Sturdy Limbs (Ex): Because of your sturdy nature and 
  special packing techniques, your lifting and carrying 
  limits are considered as though as you were one size 
  category greater. 
  Hide in the Mists (Ex): While in any hill or 
  mountainous terrain, you can use the Hide skill even 
  while being observed. 
  Playing a Cliffclimber 
  As a cliffclimber, you adventure to practice your 
  abilities and gain further knowledge of special refuges in 
  the Cliff walls and routes. You also adventure as a way to 
  make your ends meet, since cliffclimbing is a lucrative 
  profession. 
  The life of a cliffclimber is a 
  wandering 
  one. 
  You 
  are 
  constantly 
  traveling 
  between 
  settlements, delivering messages 
  and parcels or exploring the 
  vertical forests. 
  Combat 
  In combat, you use your Cliff 
  Combat feat along with the cliff 
  fighting ability to attack your 
  opponents, and since they are not 
  as 
  adept 
  at 
  fighting 
  while 
  climbing, 
  you 
  have 
  the 
  advantage, and perhaps even the 
  possibility of plunging them to 
  their deaths. 
  Your 
  ability 
  to 
  track 
  opponents when you reach 4th 
  level and to use it more quickly 
  beginning at 5th level, makes you a very reliable tracker 
  and scout when adventuring in parties. 
  Once you gain the hide in the mists ability at 10th 
  level, it becomes almost impossible to detect your 
  approach, especially if you invest a few ranks in Move 
  Silently. 
  Advancement 
  You love to hang from the Cliffs and to climb the 
  vertical forests using nothing but your naked hands. As 
  you train to become a cliffclimber, you find yourself 
  craving more and more for the quietude and seclusion of 
  the rock walls. To outsiders, this might seem insane. To 
  you, though, these moments are as good as they can get. 
  Resources 
  After finishing the two-year‖ apprenticeship,‖ you’re‖
  pretty much on your own. A good relationship with your 
  former master might give you some resources you could 
  call upon in time of need and even point you out to 
  potential customers. Cliffclimbers that belong to the same 
  guilds usually are very cooperative with each other when 
  necessary. 
  Cliffclimbers in Athas 
  “A bunch of clumsy brutes if you want my opinion.” 
  —Dhev-ovaun, windrider. 
   
  Life in the Jagged Cliffs 
  without the cliffclimbers would 
  be 
  very 
  difficult, 
  perhaps 
  impossible. They gather valuable 
  plants used for food, medicine, 
  and a variety of other purposes. 
  Harvesting 
  the 
  forests 
  has 
  become necessary within the last 
  few hundred years, ever since the 
  rhul-thaun population outgrew 
  their capability to produce life-
  shaped crops. 
  Players who enjoy wilderness 
  adventures 
  will 
  likely 
  enjoy 
  playing cliffclimber characters. 
  Characters who embrace the 
  introspective side of life also 
  make good climbers, as do those 
  who enjoy showing off their 
  physical abilities. 
  Organization 
  There are cliffclimbers who work as independents, but 
  most belong to organizations and guilds that encourage 
  them to work in teams. These associations are small, often 
  consisting of a few family members and friends. 
  Table 5—1: The Cliffclimber 
  Hit Die: d8 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Cliff stride, tools of the trade 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Cliff fighting (+2, +1 AC) 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Track 
  4th 
  +4 
  +4 
  +1 
  +1 
  Quick climber 
  5th 
  +5 
  +4 
  +1 
  +1 
  Swift tracker 
  6th 
  +6 
  +5 
  +2 
  +2 
  Sureclimber 
  7th 
  +7 
  +5 
  +2 
  +2 
  Sturdy limbs 
  8th 
  +8 
  +6 
  +2 
  +2 
  Cliff fighting (+4, +2 AC) 
  9th 
  +9 
  +6 
  +3 
  +3 
  — 
  10th 
  +10 
  +7 
  +3 
  +3 
  Hide in the mists 
  Class Skills (4 + Int modifier per level): Balance, Climb, Craft, Hide, Jump, Knowledge (geography), Knowledge (nature), Move 
  Silently, Profession, Search, Spot, Survival, and Use Rope. 
  © 2007 Wizards of the Coast 
  
  24 
  Occasionally 
  guilds 
  become 
  larger, 
  having 
  20-30 
  members, but always limiting membership to citizens of a 
  single community. Guild cliffclimbers usually have their 
  fees-for-service set by the guild. Guild cliffclimbers are 
  usually cheaper, but unaffiliated cliffclimbers are more 
  willing to take larger risks for larger fees. 
  Although many cliffclimbers live in the large rhul-
  thaun communities, some live in camps situated on the 
  smaller ledges and in the caves of the Cliffs. The camps 
  consist of a few cliffclimbers and their families, usually 
  numbering less than twenty. 
  NPC Reactions 
  Cliffclimbers provide a vital role in rhul-thaun society, 
  and most people regard them as rough, rugged, and 
  extremely capable. Many rhul-thaun settlements have 
  safehomes that cater specifically to climbers and their 
  generally rough tastes. 
  Cliffclimber Lore 
  Characters with ranks in Knowledge (local) can 
  research cliffclimbers to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 10: Cliffclimbers are master of climbing cliffs and 
  mountains. 
  DC 15: The most experienced cliffclimbers can climb 
  using nothing but their bare hands. They are fierce 
  business competitors of the windriders. 
  DC 20: A cliffclimber achieves a degree of mastery that 
  he can vanish from sight while in the Cliffs. 
  PCs who try to establish contact with a cliffclimber 
  should make a DC 15 Gather Information check to find a 
  safehome, through which contact can be arranged, or a 
  DC 20 Gather information to track a cliffclimber down 
  directly. If the PCs are trying to hire a cliffclimber, give 
  them a +2 circumstance bonus on the check. 
  Cliffclimbers in the Game 
  Because cliffclimbers are essentially martial characters 
  and such a crucial part of rhul-thaun‖life,‖it‖shouldn’t‖be‖
  hard for you to fit player character climbers in your game. 
  You player characters might also encounter a cliffclimber 
  as either an ally or enemy. 
  Sample Encounter 
  Player characters might stumble with a cliffclimber 
  anywhere around the Jagged Cliffs region. A cliffclimber 
  could serve the characters as a guide or guard while 
  traveling through rhul-thaun cities and villages. 
  EL 7: While on a typical assignment, Yihn-oruth was 
  ambushed by a gang of magera. He is severely wounded 
  and‖ is‖ cornered,‖ and‖ probably‖ won’t‖ make‖ it‖ unless‖ the‖
  PCs help him. If the PCs help him, he will be forever 
  grateful to them and will be a very good contact for later 
  adventures. 
   
   
  Yihn-oruth 
  CR 7 
  Male rhul-thaun fighter 2/cliffclimber 5 
  N Small humanoid (rhulisti) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Rhul-thaun 
  AC 21, touch 14, flat-footed 18 
   (+1 size, +3 Dex, +5 armor, +2 shield) 
  hp 56 (7 HD) 
  Fort +11, Ref +4, Will +1; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee clawgraft +11/+6 (1d4+3) or 
  Ranged composite shortbow [+3 Str] +12 (1d6+3/x3) or 
  Ranged grappler +12 touch (entangle, PH 119) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Special Actions quick climber, swift tracker 
  Atk Options Cliff Combat 
  Combat Gear 2 healing patches 
  Abilities Str 17, Dex 17, Con 14, Int 12, Wis 10, Cha 8 
  SQ Cliff fighting 
  Feats Alertness, Cliff Combat*, Great Fortitude, 
  Endurance, Rapid Metabolism, TrackB 
  *New feat described on page 19 
  Skills Climb +20 (+22 involving climbing ropes), Hide 
  +3, Knowledge (geography) +6, Move Silently +1, 
  Profession (climber) +5, Survival +5 (+7 to keep from 
  getting lost), Use Rope +8 
  Possessions combat‖ gear‖ plus‖ climber’s‖ kit,‖ grasping‖
  hook, 50 ft. of rope, dry anchor, ironthread (50 ft.), 
  masterwork climber's shield, masterwork chitin 
  armor 
  Cliff Fighting (Ex) Yihn-oruth gains a +2 bonus on 
  attack rolls and a +1 competence bonus to AC while 
  fighting on cliff faces and ledges. 
  Hook ‚So‖you‖call‖climbing‖slippery‖rocks‖barehanded‖
  impossible?‖I‖call‖it‖work.‛ 
  Gahv-erahn 
  “I will care for the good of my patients according to my ability 
  and my judgment and never do harm to anyone. To please no 
  one will I prescribe a deadly drug nor give advice which may 
  cause his death. If I keep this oath faithfully, may I enjoy my 
  life and practice my art, respected by all rhul-thaun and in all 
  times; but if I swerve from it or violate it, may the reverse be my 
  lot.” 
  —Gahv-erahn’s‖Oath 
   
  Since divine magic is rare and arcane magic is 
  unknown among the rhul-thaun, they do not rely on them 
  to heal their wounds and cure their diseases. The gahv-
  erahns, or nurturers of life, set broken limbs, assist during 
  childbirth, instruct the sick in various cures and remedies, 
  and administer herbal and life-shaped medicines. 
  Although they no longer remember all the principles 
  behind life-shaping, many details of that art have given 
  the rhul-thaun a better understanding of the operation of 
  the body than most other Athasian races. Few of these 
  
  25 
  healers’‖ cures‖ are‖ based‖ on superstitions or deceptive 
  nostrums. 
  Becoming a Gahv-erahn 
  Any character committed to heal his peers may take 
  this class, although experts and rangers are natural 
  candidates, since Heal is a class skill for them. Constantly 
  looking to assist his fellow rhul-thaun in both everyday 
  activities and major healing tasks, gahv-erahns sacrifice 
  offensive power for better chances of survival. 
   
  Entry Requirements 
  Skills: Heal 5 ranks, Knowledge (Nature) 3 ranks. 
  Feats: Combat Expertise, Skill Focus (Heal). 
  Race: Rhul-thaun or rhulisti. 
  Class Features 
  Gahv-erahns devote themselves in mastering the 
  healing arts. All of the following are class features of the 
  gahv-erahn prestige class. 
  Healing Prowess: You gain a bonus on your Heal 
  checks equal to your gahv-erahn class level. 
  Healing Touch: Your ability to restore damage when 
  providing long-term care with a successful Heal check 
  increases by +2 hit points. Additionally, when providing 
  first aid care, you heal the character of 1d4 hit points. At 
  4th level, this ability increases to +4. 
  Healing Mastery: When making a Heal check, you 
  may take 10 even if stress and distractions would 
  normally prevent you from doing so. 
  Healing Miracle (Ex): At 10th level, you can revive a 
  character reduced to —10 hit points or‖lower‖if‖you’re‖able‖
  to administer‖ aid‖ within‖ 3‖ minutes‖ of‖ the‖ character’s‖
  death. On a successful DC 30 Heal check, the dead 
  character can make a Fortitude save (DC 20) to stabilize 
  and be restored to 0 hit points. Any ability scores 
  damaged to 0 are raised to 1. Characters brought back in 
  this fashion do not lose a level or points of Constitution. If 
  you fail the skill check or the patient fails the Fortitude 
  save, only powerful spells and psionics are able to revive 
  the dead character. 
  A character who died with spells prepared has a 50% 
  chance of losing any given spell upon being revived. A 
  spellcasting‖creature‖that‖doesn’t‖prepare‖spells‖(such‖as‖a‖
  sorcerer) has a 50% chance of losing any given unused 
  spell slot as if it had been used to cast a spell. A psionic 
  character has all his daily power points wiped away from 
  his mind. 
  Playing a Gahv-erahn 
  You adventure in order to help those who need your 
  services and to gain a further understanding of the life 
  forces, and how to keep it pulsating. You have dedicated 
  yourself to the study and preservation of life first and 
  foremost—even the Gahv-rahn Order, though you 
  consider‖the‖oath‖you’ve‖taken‖the‖highest‖of‖callings,‖so‖
  there is no conflict in your mind. 
  Every practicing gahv-erahn is a member in good 
  standing or the Gahv-rahn Order. So, keep the Gahv-
  erahn’s‖ Oath‖ in‖ mind,‖ and‖ never‖ use‖ your superior 
  knowledge‖of‖life‖to‖wantonly‖take‖someone’s‖life. 
  Combat 
  Your‖ character’s‖ strengths‖ and‖ weakness‖ in‖ combat‖
  won’t‖ be‖ significantly‖ changed‖ by‖ taking‖ gahv-erahn 
  levels. If you were a skilled spellcaster, you remain one. If 
  you were a skilled melee combatant, you still are now. Do 
  not expect a few gahv-erahn levels to change the way you 
  handle yourself in combat. 
  A gahv-erahn rarely seeks out direct combat—he 
  prefers to stand behind and help those who become hurt. 
  Your best attribute is Armor Class—you win fights by 
  avoiding damage. Combine your Combat Expertise feat in 
  conjunction with fighting defensively to occupy your 
  enemy while your injured allies have time to withdraw 
  and his other companions wear the enemy down. 
  Advancement 
  You must continue to max out your ranks in the Heal 
  skill, since it is your main asset, but skills as Craft 
  (alchemy) and Spot are important too. Choose feats such 
  as Blind-fight, Dodge (and related feats), and Mobility 
  that‖help‖you‖keep‖out‖of‖enemies’‖reach,‖or‖that‖let‖you 
  move easily around the battlefield to reach any ally that 
  might be in need of your healing. 
  Your‖chances‖of‖success‖are‖best‖when‖you‖don’t‖need‖
  to worry about your own injuries. At first opportunity, 
  upgrade your current armor to the best one you can 
  afford, such as platons or sheathed armor. 
  Taking a level in the cleric class (because of your high 
  Wisdom) can be a smart choice, since it will further 
  enhance your healing abilities. 
  Resources 
  Most Air and Water temples are cordial and kind to 
  gahv-erahns, for they believe that they are following their 
  elements’‖beliefs,‖whether‖they‖are‖aware‖of‖it‖or‖not.‖The‖
  Gahv-rahn Order also provides shelter and a hot meal for 
  those gahv-erahns that had to go away for an assignment. 
  The Gahv-rahn Order is a tightly kept organization 
  that mainly monitors if all members are upholding their 
  vows and charging reasonable fees. 
  Table 5—2: The Gahv-erahn 
  Hit Die: d6 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Healing prowess 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Healing touch (+2) 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Healing mastery 
  4th 
  +2 
  +1 
  +1 
  +4 
  Healing touch (+4) 
  5th 
  +2 
  +1 
  +1 
  +4 
  Healing miracle 
  Class Skills (4 +  Int modifier per level): Craft, Diplomacy, Heal, Knowledge (nature), Profession, and Spot. 
  
  26 
  Gahv-erahns in Athas 
  “Val-alind is truly gifted. I have never seen so many people 
  receive their second breath of life.” 
  —Thim-obec, leader of theAir Temple of Thamasku 
   
  Gahv-erahns 
  are 
  common 
  only 
  in 
  rhul-thaun 
  communities,‖ since‖ in‖ places‖ where‖ divine‖ magic‖ isn’t‖
  feared, their services would not be very much required. 
  Players who enjoy helping other characters, while 
  staying in a secure position during combat will likely 
  enjoy playing with gahv-erahn characters. 
  Organization 
  Gahv-erahns are free to join any organization, but the 
  organization most associated with the prestige class is the 
  Gahv-rahn 
  Order. 
  The 
  Gahv-rahn 
  Order 
  is 
  an 
  organization dedicated to assuring that gahv-erahns are 
  upholding their beliefs, training apprentices, and helping 
  senior gahv-erahns further increase their training. After 
  finishing the two-year apprenticeship, where they are 
  required to give 50% of their earning to their mentors, a 
  gahv-erahns is entitled to wear a cosmetic graft, 
  symbolizing their achievement, a red heart. 
  Besides the general recognition from the populace, a 
  Gahv-rahn‖is‖able‖to‖buy‖components‖for‖healer’s‖kit‖for‖
  half price. 
  NPC Reactions 
  The initial attitude for a NPC who encounters a gahv-
  erahn,‖especially‖if‖he’s‖wearing‖the‖class’‖cosmetic‖graft,‖
  is usually one step better, since many were helped 
  directly or indirectly by one of them. 
  If it possible for a reggelid to hate even more a rhul-
  thaun, gahv-erahns manage to accomplish this feat with 
  honors. Their ability to avoid harm and return recently 
  fallen rhul-thaun‖back‖to‖life‖is‖something‖they‖just‖can’t‖
  bear. 
  Gahv-erahn Lore 
  Characters with ranks in Knowledge (local) can 
  research gahv-erahns to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 10: Gahv-erahns are the rhul-thaun healers. They 
  use neither magic nor psionics in their craft. 
  DC 15: Using the accumulated knowledge of rhul-
  thaun shapers about the forces of life, a gahv-erahn is a 
  healer unmatched in all Athas. 
  DC 20: The most successful gahv-erahns were able to 
  bring back to life recently deceased creatures. 
  Gahv-erahns in the Game 
  Any rhul-thaun expert or ranger might turn out to be 
  a nurturer of life. Gahv-erahns make excellent NPC allies 
  who might aid the PCs against dangerous threats, or even 
  the leader of a rhul-thaun community. 
  Characters who enjoy playing supportive classes and 
  who enjoy strategic combat are likely to find this prestige 
  class a welcome occupation. Since gahv-erahns live to 
  heal, in times of peace, many seek a place in adventuring 
  parties to provide their services to those who would need 
  them the most. 
  Sample Encounter 
  Most encounters with gahv-erahn happen while in 
  rhul-thaun markets or whenever a cliffclimber expedition 
  is happening, since their healing abilities are highly 
  needed by them. 
  EL 5: Val-alind is a former adventurer who after losing 
  her husband during an pterran raid, decided to devote 
  her life to helping the wounded, so less people would 
  share her unfortunate fate. Now she sells her skills as a 
  wandering healer, especially for cliffclimbers and other 
  groups who are in constant risk of death. 
   
  Val-alind 
  CR 5 
  Female rhul-thaun ranger 2/gahv-erahn 3 
  NG Small humanoid (rhulisti) 
  Init +1; Senses Listen +3, Spot +8 
  Languages Rhul-thaun 
  AC 14, touch 12, flat-footed 13; Combat Expertise 
   (+1 size, +1 Dex, +2 armor) 
  hp 23 (5 HD) 
  Fort +4, Ref +4, Will +6; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee dagger +3 (1d3/19-20) or 
  Ranged shortbow +4 (1d4/x3) or 
  Ranged shortbow +2/+2 (1d4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Special Actions healing touch (+2), Teamwork 
  Atk Options Rapid Shot 
  Combat Gear 3 bloodclots, 2 detoxifiers, 1 healing patch 
  Abilities Str 11, Dex 13, Con 12, Int 15, Wis 16, Cha 14 
  SQ favored terrain (Jagged Cliffs), healing mastery, 
  wild empathy +4 (+0 magical beasts) 
  Feats Combat Expertise, Rapid ShotB, Skill Focus (Heal), 
  TrackB  
  Skills Climb +9, Heal +14, Hide +9, Knowledge 
  (geography) 
  +7, 
  Knowledge 
  (life-shaping) 
  +4, 
  Knowledge (nature) +10, Move Silently +7, Profession 
  (gahv-erahn) +9, Search +7, Spot +8, Survival +9 
  Possessions combat gear plus leather armor, 50 arrows 
  Favored Terrain (Jagged Cliffs) Val-alind receives a +4 
  bonus to Hide, Knowledge (Nature), Move Silently, 
  Spot and Survival checks made within the Jagged 
  Cliffs. Dark Sun Core Rules 36 
  Healing Touch Val-alind increases +2 hit points on a 
  successful Heal check when providing long-term 
  care. When providing first aid care, Val-alind heals a 
  character of 1d4 hit points. 
  Healing Mastery Val-alind may take 10 on Heal checks 
  even if stress and distractions would normally 
  prevent her from doing so. 
  Hook ‚No‖one‖dies‖on‖my‖watch.‛ 
  
  27 
  Graftwarrior 
  “It is too easy to just wield weapons to slay your foes. Becoming 
  one is an entirely different matter.” 
  —Bal-orean, graftwarrior 
   
  A graftwarrior is an integrated killing machine, a 
  combination soldier and living weapon. Armed with 
  impressive graft augmentation, graftwarriors can fight 
  with little need for support or supply. A graftwarrior is 
  set apart from other graft users by the invasive and 
  preeminent nature of his grafts. They are not mere tools 
  for his use; they’re‖ a‖ growing‖ and‖ dominant‖ part‖ of‖ his‖
  body. As a graftwarrior grows more experienced, his 
  grafts literally grow with him, become more and more 
  symbiont. 
  Other warriors seek to further develop their fighting 
  skills, usually focusing on some set of abilities. A 
  graftwarrior focuses more on his own body, for he 
  believes that only by expanding his relationship with his 
  life-shaped tissues that he can achieve true perfection. 
  Becoming a 
  Graftwarrior 
  Any character with the 
  desire to become a master 
  of 
  graft 
  augmentation, 
  combining both physical 
  study and a deep symbiotic 
  relationship with his life-
  shaped grafts might be 
  draw 
  to 
  train 
  as 
  a 
  graftwarrior. Most of them 
  come from the fighter class, 
  since it is the quickest path, 
  but any combat oriented 
  class will do. 
   
  Entry Requirements 
  Base Attack Bonus: +3 
  Skills: Knowledge (Warcraft) 3 ranks 
  Feat: Graft Awareness 
  Special: Must have at least two grafts without receiving 
  a negative level. 
  Class Features 
  A graftwarrior specializes in enhancing his grafts. His 
  abilities focus on melee combat. All of the following are 
  class features of the graftwarrior prestige class. 
  Expanded Graft: At 1st, 2nd, 4th, 7th, and 10th level, 
  you gain an additional life-shaped graft. The graft grows 
  from your existing grafts, drawing material from your 
  body and equipment. No adaptation period is necessary 
  nor do you receive any damage. You select the graft, and 
  the‖ graft’s‖ price‖ cannot be more than 250 x your 
  graftwarrior level. 
  The expanded graft must follow all normal rules for 
  graft‖ slots,‖ but‖ it‖ doesn’t‖ count‖ towards‖ the‖ normal‖
  maximum number of grafts a character can have before 
  receiving a negative level (see Number of Grafts, page 54). 
  In‖addition,‖an‖expanded‖graft‖doesn’t‖die‖of‖old‖age,‖as‖
  long‖as‖it‖is‖in‖the‖graftwarrior’s‖body,‖if‖removed,‖it‖lives‖
  the normal amount. 
  Bonus Feat: You receive a bonus feat at 3rd, 6th and 
  9th level. This feat can be chosen only from the fighter 
  bonus feat list. 
  Hardened Grafts (Ex): At 5th level, each of a 
  graftwarrior’s‖grafts‖draws‖upon‖your‖resources‖and‖your‖
  other grafts to toughen themselves. Each graft you have 
  gains 25% more hardness (if it has a hardness rating) and 
  2 additional hit points. 
  Unified Grafts (Ex): At 8th level, your grafts are such 
  an accepted part of your body that they actually draw 
  upon your natural resources to heal themselves. You can 
  heal up to your graftwarrior level in hit points of damage 
  to your grafts each day, spreading the healing among all 
  your damaged grafts. 
  Playing a 
  Graftwarrior 
  As a graftwarrior, you 
  have learned how to make 
  the most out of your 
  grafts, 
  benefiting 
  from 
  their abilities and make 
  them 
  more 
  resilient. 
  However, you do not 
  need to purchase them, 
  since they actually grow 
  from your body and the 
  other grafts on it. 
  Other 
  fighters 
  look 
  upon this ability with 
  some envy, since they 
  actually need to buy their 
  equipment and pay someone to repair them after it gets 
  damaged in battle. 
  Combat 
  You rely on a combination of martial prowess 
  combined with the power of your grafts to defeat your 
  enemies. As you gain levels, you develop more grafts and 
  more ways to protect them. 
  At higher levels, the sheer amount of grafts your body 
  will have developed will be enough to handle even the 
  toughest adversaries, but make sure to keep track of your 
  damaged grafts to ensure they will not be destroyed. 
  Advancement 
  You were most likely a regular warrior, using only 
  one 
  of 
  two 
  combat-enhancing 
  grafts 
  before 
  you 
  understood the special relationship between grafter and 
  graftee and decided to become a graftwarrior. 
  © 2007 Wizards of the Coast 
  
  28 
  Because you gain fewer feats than a fighter, you must 
  choose them wisely, so pay attention to both your 
  strengths and the kind of scenarios you typically face. 
  Combat Reflexes can be very useful to further protect you 
  grafts. 
  Just‖because‖you‖get‖several‖grafts‖for‖free,‖it‖doesn’t‖
  mean‖ you’ll‖ never‖ need‖ to‖ pay‖ for‖ life-shaped items. 
  Consider making upgrades to your existing grafts, 
  increasing the damage of your weapons or the defense of 
  your armor. 
  Resources 
  If you are in the service of the life-shapers, this is your 
  greatest resource. You can usually count on your 
  Sanctuary for food and shelter, as well a place to heal 
  your damaged grafts or to acquire more in case they are 
  destroyed. 
  Graftwarriors in Athas 
  “Bal-orean is starting to ask too many questions.  I don‟t care if 
  he is the best ghav-nosh we have, he must be silenced!” 
  —Gil-ogres, assistant to the master life-shaper 
   
  A graftwarriors need not be directly tied to a life-
  shaper organization. One might have discovered the 
  secret of growing grafts on his own or by carefully 
  examining other graftwarriors. 
  If you need an organization that promotes the use of 
  life-shaped items, the life-shapers in the Sanctuary of 
  Sahr-tosh are a perfect choice. Its leaders can serve as a 
  source of adventures as well as provide better grafts and 
  improved ways of healing them. 
  Organization 
  Some graftwarrior are part of an organization under 
  the employ of the life-shapers called the ghav-nosh, the 
  takers of life. They are the life-shapers’‖personal assassins, 
  ensuring the grip they hold on the rhul-thaun society is 
  never lost. They live on the Sanctuary of Sahr-tosh, far 
  away from prying eyes. 
  The Sanctuary of Sahr-tosh is disproportionately large 
  for the community in which it finds itself. The life-shapers 
  of Sahr-tosh have total political control of the village, and 
  therefore are rarely taken to task for the excesses of their 
  actions. They use their sanctuary to carry out extremely 
  dangerous experiments, to hide their failures and deepest 
  secrets, and to hide their ghav-nosh servants away from 
  prying eyes. 
  Those wishing to become affiliated with the ghav-
  nosh must first prove their fighting and stealth skills to 
  the life-shapers; their loyalty is also constantly tested 
  during this period, since a ghav-nosh must be completely 
  loyal, and have no qualms about killing or committing 
  any loathsome actions their masters call upon him to 
  perform. After succeeding in all those tests, they receive 
  their specially shaped black cloaks and red facemasks. 
  The Sanctuary of Sahr-tosh is under the authority of a life-
  shaper named Rel-anir, who is also the city administrator. 
  Those who are not part of the ghav-nosh often eschew 
  organizations altogether, choosing a small band of 
  companions to help them proceed in their chosen quests. 
  NPC Reactions 
  The freakish appearance of most graftwarriors might 
  startle even some rhul-thaun who are accustomed to 
  seeing life-shaped grafts on his peers. Most NPCs familiar 
  with life-shaped items suspect all graftwarriors are hired 
  thugs for the life-shapers. 
  Graftwarrior Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  research graftwarriors to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 10: A graftwarrior is a warrior that uses life-
  shaped grafts to improve his fighting skills. 
  DC 15: A graftwarrior develops a special relationship 
  with his grafts that strengthens them. 
  DC 20: Graftwarriors grow their grafts from their own 
  bodies, forming a symbiotic relationship. Many are part of 
  the ghav-nosh (life-takers), professional assassins in the 
  employ of the life-shapers. 
  Graftwarriors in the Game 
  Because 
  graftwarriors 
  are 
  essentially 
  martial 
  characters, it should be easy enough to fit player 
  characters graftwarriors in your game, even outside of the 
  Jagged Cliffs, as long as you allow life-shaped rules. Your 
  player characters might even meet a graftwarrior as either 
  an ally or enemy. 
  Sample Encounter 
  Player characters might stumble with a graftwarrior 
  anywhere around the Jagged Cliffs region. On the other 
  hand, they could be on the wrong end of an assassination 
  Table 5—3: The Graftwarrior 
  Hit Die: d10 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Expanded graft 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Expanded graft 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Bonus feat 
  4th 
  +4 
  +4 
  +4 
  +1 
  Expanded graft 
  5th 
  +5 
  +4 
  +4 
  +1 
  Hardened grafts 
  6th 
  +6 
  +5 
  +5 
  +2 
  Bonus feat 
  7th 
  +7 
  +5 
  +5 
  +2 
  Expanded graft 
  8th 
  +8 
  +6 
  +6 
  +2 
  Unified grafts 
  9th 
  +9 
  +6 
  +6 
  +3 
  Bonus feat 
  10th 
  +10 
  +7 
  +7 
  +3 
  Expanded graft 
  Class Skills (2 + Int modifier per level): Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Warcraft), Ride, and Survival. 
  
  29 
  attempt designed by a life-shaper if the PCs somehow 
  managed to anger one of them. 
  EL 11: While roaming through the Hinterlands, the 
  PCs hear very loud roars. If they go to investigate, they 
  come upon a graftwarrior (Bal-orean) fighting a pack of 
  three tigones. Whether they help or not, this is a good 
  way to bring a graftwarrior into play. 
   
  Bal-orean 
  CR 13 
  Male rhul-thaun fighter 3/graftwarrior 10 
  LN Small humanoid (rhulisti) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Rhul-thaun 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 armor) 
  hp 115 (13 HD) 
  Fort +12, Ref +10, Will +5; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee mwk armblade +14/+9/+4 (1d8+2/17—20 plus 
  poison) and quickstrike +12 (1d4+2/19-20) or 
  Ranged heavy crossbow +16 (1d10/19-20 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +15 
  Special Action unified grafts 
  Atk Options Cleave, Great Cleave, poison (black 
  mastyrial, DC 18, 1d6 Con/1d6 Con), Power Attack 
  Combat Gear 2 doses of black mastyrial poison, 2 
  healing patches, detoxifier 
  Abilities Str 14, Dex 15, Con 16, Int 12, Wis 12, Cha 8 
  SQ expanded graft, hardened grafts, unified grafts 
  Feats Cleave, Graft Awareness*, Graft-taker* (3), Great 
  Cleave, Improved Critical (armblade), Improved 
  Initiative, Weapon Focus (armblade), Power Attack, 
  Two Weapon Fighting 
  *New feats described on page 20 
  Skills Bluff —8, Climb +13, Diplomacy -8, Gather 
  Information -8, Hide +6, Intimidate +6, Knowledge 
  (warcraft) +12, Listen +6, Move Silently +4, Spot +6, 
  Survival +8 
  Possessions combat gear plus masterwork armblade (+1 
  bonus to attack rolls), quickstrike, heavy crossbow 
  with 20 bolts, coolcloak, flexar, platon (body, limb, 
  head) 
  Hardened Grafts (Ex) Each graft Bal-orean has gains 
  25% more hardness (if it has a hardness rating) and 2 
  additional hit points. 
  Unified Grafts (Ex) Bal-orean can heal up 10 hit points 
  of damage to his grafts each day, spreading the 
  healing among all his damaged grafts. 
  Hook ‚I‖am‖the‖ultimate‖weapon.‛ 
  Life-Shaper 
  “Fear the future, revere the past. All good things are ancient of 
  days, Life now is dark and hard compared to our time of glory 
  and power. It is our duty to bring back the days of triumph. We 
  must return to the ways of the past. We must recapture the 
  essence of the old ones, the essence of ourselves. 
  —Portion of a frequently quoted speech 
  given by Loi Far-oneth 
   
  Only 
  children 
  of 
  the 
  highest 
  intelligence 
  are 
  encouraged to focus their studies toward life-shaping. 
  These studies require a precise knowledge of hundreds of 
  different rituals and a detailed, specialized knowledge of 
  the care and handling of life-shaped creations and the raw 
  materials needed to produce them. 
  However, study and dedication are not enough to 
  make one a life-shaper. There is a strange and secret 
  initiation for candidates who wish to become life-shapers, 
  involving a process in which they immerse the aspirant in 
  biological fluids and creation matter, in a life-shaped 
  device called a womb, to see whether he or she is accepted 
  ‚by‖ the‖ fundamental‖ forces‖ of‖ life.‛‖ Once‖ accepted,‖ the‖
  new apprentices are allowed to begin their work, directed 
  and guided by their superiors. They leave rhul-thaun 
  society and join isolated life-shaper communities. 
  Becoming a Life-Shaper 
  Qualifying to be a life-shaper usually requires the 
  character to take some levels in either bard or rogue 
  because of the skill requirements. Because of their 
  isolation, many life-shapers also come from NPC classes, 
  such as aristocrats and experts. 
   
  Entry Requirements 
  Skills: Craft (life-shaped) 6 ranks, Heal 4 ranks, 
  Knowledge (life-shaping) 6 ranks. 
  Feat: Shape Tool. 
  Race: Rhul-thaun or rhulisti. 
  Special: Must have passed the womb immersion. 
  Class Features 
  A life-shaper specializes even further in manipulating 
  the life forces involved in life-shaping. His abilities let him 
  quicken and improve the process. All of the following are 
  class features of the life-shaper prestige class. 
  Shaper of Life: At 1st level, you gain Shaper of Life as 
  a bonus feat. 
  Improve Kit: You can use your know-how to improve 
  a botanist or healer’s‖ tool‖ kit,‖ granting‖ a‖ circumstance 
  bonus total of +3 at 1st level at no additional cost. At 4th 
  level, the circumstance bonus increases to +4 and at 7th 
  level, the circumstance bonus increases to +5. 
  Botanist’s Kit: For‖the‖cost‖of‖a‖botanist’s‖kit,‖you can 
  assemble an improved version of the kit that grants the 
  listed bonus on all Heal checks made on living plants. 
  Healer’s Kit: For‖ the‖ cost‖ of‖ a‖ healer’s‖ kit,‖ you‖ can‖
  assemble an improved version of the kit that grants the 
  listed bonus on all Heal checks made on living creatures 
  and life-shaped constructs. 
  
  30 
  Quick Shape (Ex): At 2nd level, you learn how to 
  shape ordinary items more quickly than normal. When 
  using the Craft (life-shaped) skill to shape such an item, 
  you reduce the building time by one-quarter. At 5th level, 
  the life-shaper reduces the shaping time of ordinary items 
  and mastercraft items by half. 
  Superior Heal: At 2nd level, you learn improved ways 
  of healing life-shaped creatures, tissues and tools. With 1 
  hour of work, you can heal a number of hit points based 
  on your Heal check result, as shown in the table below. If 
  damage remains, you can continue to heal for as many 
  hours as needed to fully heal the damaged creature, tissue 
  and tool. 
   
  Heal Check Result 
  Damage Healed 
  Less than 20 
  none 
  20—29 
  1d8 + life-shaper class level 
  30—39 
  2d8 + life-shaper class level 
  40+ 
  3d8 + life-shaper class level 
   
  Bonus Feat: At 3rd, 6th, and 9th level, you get a bonus 
  feat. The bonus feat must be selected from the following 
  list: 
  Animal 
  Affinity, 
  Gifted 
  Shaper, 
  Graft-taker, 
  Mastershaper, Prolific Shaper, Recycler, Shape Creature, 
  Shape Tissue, Skill Focus, Tender of Life. You must meet 
  all the prerequisites of the feat to select it. 
  Craft XP Reserve: Starting at 5th level, if you have the 
  Mastershaper feat, you can build mastercraft life-shaped 
  items without investing as much of yourself in the 
  process. 
  At 5th level and every level thereafter, you gain a 
  special reserve of experience points, as shown on Table 
  5—4. These extra experience points are separate from 
  experience gained through level advancement and can 
  only be used to shape mastercraft items; they do not count 
  toward level gain. 
  You must spend the extra experience points you gain 
  at each level, for when you gain a level, you lose any 
  unspent experience points in your reserve. 
  Quick Heal (Ex): At 8th level, you can heal a life-
  shaped item in half the normal time; see the Heal skill 
  description for normal heal times. However, cutting the 
  healing time increases the Heal check DC by 5. 
  Playing a Life-Shaper 
  You‖normally‖don’t‖seek‖adventure,‖but‖when‖you‖do,‖
  it is to test your creations against the danger the Cliffs can 
  offer. You purposely seek out conflicts that let you 
  progressively create tougher and more lethal creatures, 
  tools and tissues. 
  The power life-shapers have over the forces of life is 
  intoxicating, and most life-shapers tend to have an 
  exaggerated view of their own importance, becoming 
  stern and arrogant over time. 
  Life-shapers usually work in groups, in life-shaping 
  facilities 
  knows 
  as 
  Sanctuaries. 
  There, 
  they 
  use 
  collaborative efforts to maximize efficiency, while trying 
  to come up with new profitable innovations. 
  Combat 
  If you have more than one Shape feat, you have access 
  to a variety of specialized life-shaped items to use in 
  combat, although you prefer to stand back and let others 
  fight for you, using the life-shaped creations you made. 
  The knowledge you carry is too important to be 
  endangered. 
  Advancement 
  Life-shaping is a skill considered innate by life-
  shapers.‖No‖one‖asks‖you‖if‖ you’d‖like‖to‖become‖a‖life-
  shaper; you can seek out training, but it is your choice to 
  do so. Training to become a life-shaper is training to 
  become a master artisan. You practice you art as an 
  eternal quest for perfection, like a rhulisti master would 
  do. Apprenticeships inside life-shaping sanctuaries are 
  common, as young adepts work to master the skills 
  necessary for advancement. Each life-shaper has his own 
  area of expertise. It is the perfection of this style that gives 
  life-shaping adepts true realization 
  As a life-shaper, you realize that your knowledge of 
  all things are paramount for you success. Thus, investing 
  your skill points in ranks of Craft (life-shaped), 
  Knowledge (architecture and engineering, life-shaping, 
  nature), and other skills that enable you to turn your 
  knowledge into influence is a good idea. 
  Table 5—4: The Life-Shaper 
  Hit Die: d6 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Craft XP Reserve 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  0 
  Shaper of Life, improve kit (+1) 
  2nd 
  +1 
  +0 
  +0 
  +3 
  0 
  Quick shape (reduce 25% time), superior heal 
  3rd 
  +1 
  +1 
  +1 
  +3 
  0 
  Bonus feat 
  4th 
  +2 
  +1 
  +1 
  +4 
  0 
  Improve kit (+2) 
  5th 
  +2 
  +1 
  +1 
  +4 
  500 
  Quick shape (reduce 50% time, masterwork) 
  6th 
  +3 
  +2 
  +2 
  +5 
  600 
  Bonus feat 
  7th 
  +3 
  +2 
  +2 
  +5 
  700 
  Improve kit (+3) 
  8th 
  +4 
  +2 
  +2 
  +6 
  800 
  Quick heal 
  9th 
  +4 
  +3 
  +3 
  +6 
  900 
  Bonus feat 
  10th 
  +5 
  +3 
  +3 
  +7 
  1000 
  — 
  Class Skills (6 + Int modifier per level): Appraise, Craft (life-shaped), Diplomacy, Handle Animal, Heal, Knowledge (architecture and 
  engineering, life-shaping, nature, structure), and Profession. 
  Behind the Veil: Lost Clans 
  Among the rhul-thaun are rumors of a disgruntled group of rhul-thaun clans that went to the far north and lost contact with the rest of 
  society. The surmised existence of the so-called ―lost clans‖ has never been confirmed. However, during the thousands of years of 
  separation, they may have lost some of their xenophobic nature and even developed new life-shaping techniques. The DM might allow 
  non-rhul-thaun races to acquire the knowledge of life-shaping in this scenario. 
   
  
  31 
  The path a life-shaper must follow to succeed is pretty 
  straightforward—learn as much about the construction 
  and enhancement of life-shaped items as possible. Feats 
  such as Mastershaper and Prolific Shaper are mainstays to 
  an adept. 
  Resources 
  Once you leave your adept apprenticeship, you will 
  always be able to rely on the dependency rhul-thaun 
  society has developed for life-shaped items.  You can 
  name your own price—and only the wealthy can afford 
  you. This is one of the main reasons for life-shapers to use 
  cosmetic grafts symbolizing their affiliation. In addition, 
  one of the best resources available to you is the sanctuary 
  where you were trained. A life-shaper sanctuary will at 
  least provide you a place to sleep and basic shelter. 
  Life-Shapers in Athas 
  “Dar-otuil is showing much progress, especially with shaping 
  grafts. We must consider sending him to Sahr-tosh.” 
  —Life-shaper supervisor Mag-aven, report #213 
   
  Anywhere a rhul-thaun settlement exists, a life-shaper 
  will always find employment. Whether he becomes rogue 
  and joins an adventuring party, becomes a freelancer 
  artisan, or secludes himself in a life-shaper sanctuary, a 
  life-shaper has talents that are useful in a variety of 
  situations. 
  A life-shaper spends his days in study and practice, 
  crafting life-shaped items for the goodness of his peers. 
  Perfection‖isn’t‖always‖found‖in‖the‖form‖of‖a‖life-shaped 
  item, but in its function and usefulness. 
  Organization 
  The life-shaper goals include the preservation and 
  proliferation of their art. Many shapers believe that if 
  situations were different, they could even regain some of 
  the skills and bits of knowledge lost over the centuries. 
  They believe they are the keys to recovering and 
  rebuilding their civilization to its former glory, to the 
  splendor it possessed during the Blue Age of Athas. The 
  restoration of ancient greatness is their ultimate goal. 
  To further their ends, they believe manipulating the 
  larger society to foster life-shaping is necessary, as is the 
  reconstruction of the past. Some life-shaper masters 
  believe the complete domination of rhul-thaun society is 
  mandatory if the shapers are to be allowed to properly 
  fulfill their ambitions. Beyond the loftier goal, of course, 
  lies the interest of accruing personal power. 
  NPC Reactions 
  Anyone who has seen life-shaped items in action is 
  likely to know a little about the prestige class. The ability 
  that life-shapers have to create almost everything their 
  society needs guarantees‖ that‖ the‖ class’‖ reputation‖
  precedes it wherever it is known. Rhul-thaun NPCs who 
  are aware of the class typically have a starting attitude of 
  friendly toward a shaper, if only to avoid persecution by 
  them. The exception to this is if the NPCs are associated 
  with the Har-etuil, and know of the schemes life-shapers 
  constantly participate in, in which case his initial reaction 
  is unfriendly at best. 
  Life-Shaper Lore 
  Characters with ranks in Knowledge (life-shaping) or 
  Knowledge (local) can research life-shapers to learn more 
  about them. When a character makes a skill check, read or 
  paraphrase the following, including the information from 
  lower DCs. 
  DC 10: Life-shapers are rhul-thaun that create living 
  tools and creatures from scratch. Their skills provide food, 
  clothing, shelter, tools, weapons, and transportation to the 
  rhul-thaun. 
  DC 15: The life-shapers are a powerful and influential 
  circle in rhul-thaun society. Each shaper is rigorously 
  trained and vigorously indoctrinated. 
  DC 20: Life-shapers are actually trying to completely 
  rule the entire rhul-thaun civilization. People who become 
  aware of this are usually assassinated by the life-shapers 
  personal assassins, the ghav-nosh. 
  DC 30: Characters who achieve this level of success 
  can learn important details about specific life-shapers, 
  including notable members, the areas where they operate, 
  and details about the life-shaping rituals. 
  PCs who try to establish contact with a life-shaper 
  should make a DC 15 Gather Information check to find 
  the local life-shaping sanctuary, through which contact 
  can be arranged, or a DC 20 Gather information to track a 
  life-shaper down directly. If the PCs are trying to 
  purchase life-shaped items, give them a +2 circumstance 
  bonus on the check. 
  Life-Shapers in the Game 
  Whether as a valuable member of an adventuring 
  party or as part of a life-shaper sanctuary, a life-shaper is 
  easy to fit in any campaign where the life-shaping rules 
  are used. Life-shapers can easily be rhul-thaun saviors, as 
  they can become their tyrants and oppressors. 
  For player characters, this prestige class appeals to 
  players who enjoy building or improving things or to use 
  the prestige of being a life-shaper in order to gain power 
  in the rhul-thaun society. 
  Sample Encounter 
  Dar-otuil is a talented life-shaper and is rising quickly 
  among their ranks. He usually is chosen for delivering 
  messages and finished products for merchants. 
  EL 8: Dar-otuil is going on an inter-community errand 
  and needs the PCs as bodyguards, since he is supposed to 
  deliver a large shipment of life-shaped items. 
   
  Dar-otuil 
  CR 8 
  Male rhul-thaun expert 3/life-shaper 5 
  LN Small humanoid (rhulisti) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Rhul-thaun 
  
  32 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 28 (8 HD) 
  Fort +2, Ref +4, Will +9; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee mwk quickstrike +4 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Special Actions quick shape 
  Combat Gear 1 detoxifier, 1 healing patch 
  Abilities Str 8, Dex 14, Con 10, Int 16, Wis 15, Cha 14 
  SQ Craft XP reserve, improve kit (+2), superior heal 
  Feats Graft-taker*, Mastershaper*, Shape Tool*, Shaper 
  of LifeB*, Shape Tissue* 
  *New feats described on page 20 
  Skills Appraise +10, Bluff +0, Craft (life-shaped) +18, 
  Climb +9, Diplomacy +8, Gather Information +0, 
  Handle Animal +6, Heal +4, Knowledge (architecture 
  and engineering) +10, Knowledge (life-shaping) +16, 
  Knowledge (nature) +10, Profession (life-shaper) +8 
  Possessions combat gear‖plus‖healer’s‖kit‖(9‖uses‖left),‖
  masterwork platon (+2 armor bonus), masterwork 
  quickstrike (+1 damage) 
  Craft XP Reserve Bal-olech has 100 extra XP that can be 
  used only to shape mastercraft items 
  Quick Shape (Ex) Bal-olech takes only half the time to 
  shape ordinary and mastercraft life-shaped items 
  Hook ‚Life‖itself‖is‖my‖clay.‛ 
  Life-Tender 
  Tenders are the people responsible for life-shaped 
  creatures once they have been created and have matured. 
  Tenders are not life-shapers but rather shepherds of 
  their strange flocks. Many of the life-shaped creations 
  need to be cared for when placed into service, whether the 
  needs are simple watering and feeding or more 
  specialized treatment. 
  Becoming a Life-Tender 
  Those who become tenders are usually caring, 
  nurturing sorts who prefer occupations with fewer risks. 
  A great deal come from NPC classes, such as commoner 
  and expert, others are druids and rangers who are fond of 
  life-shaped creatures. 
   
  Entry Requirements 
  Skills: Handle Animal 3 ranks, Heal 3 ranks, 
  Knowledge (life-shaping) 4 ranks. 
  Race: Rhul-thaun or rhulisti. 
  Class Features 
  All of the following are class features of the life-tender 
  prestige class. 
  Tender of Life: At 1st level, you gain Tender of Life as 
  a bonus feat. 
  Shaped Empathy (Ex): This ability works just like the 
  druid wild empathy class feature (see page 35 of the 
  Player’s Handbook), except you can apply it only to life-
  shaped creatures. 
  Remove Disease (Ex): Beginning at 2nd level, you can 
  produce a remove disease effect, as the spell, once per week, 
  but only for life-shaped items. At 4th level and higher, 
  you can use this ability twice per week. 
  Expert Healer: At 3rd level and higher, your ability to 
  heal life-shaped creatures improves. On a successful Heal 
  check, the life-shaped creature recovers additional hit 
  points or ability score points at a rate half again as much 
  as normal (3 hit points per HD for a full 8 hours of rest in 
  a day, or 6 hit points per HD for each full day of complete 
  rest). 
  Healing Mastery: When making a Heal check for a 
  life-shaped, you may take 10 even if stress and 
  distractions would normally prevent you from doing so. 
  Playing a Life-Tender 
  Ever since you were little, you were always found 
  living creatures, but especially of life-shaped creatures, 
  and nurturing them. With time, you seemed to develop 
  some sort of connection with them. You seek adventure as 
  collateral effect, since tending for life forms usually sends 
  you out on perilous errands. 
  Some life-tenders are in fact life-shapers that fail to 
  pass on the womb immersion test, caring for life-shaped 
  the closest they could get from their dreams. 
  Combat 
  As a life-tender, you are an unusual combatant, since 
  you focus more on healing than harming those around 
  you. Therefore, you usually stay away from action, either 
  healing the life-shaped mounts of your companions or 
  healing the life-shaped creatures you yourself trained to 
  fight in your stead. 
  Advancement 
  You‖ don’t‖ become‖ a life-tender so much as realize 
  you’ve‖ always‖ been‖ one.‖ From‖ your‖ earliest‖ days,‖ you‖
  always had a knack for tending those around you, and 
  probably even kept a few life-shaped pets around. As you 
  grew older this gift only grew. Eventually you realized 
  that you could turn this into a living. 
  Table 5—5: The Life-Tender 
  Hit Die: d6 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Tender of Life, shaped empathy 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Remove disease 1/week 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Expert healer 
  4th 
  +2 
  +1 
  +1 
  +4 
  Remove disease 2/week 
  5th 
  +2 
  +1 
  +1 
  +4 
  Healing mastery 
  Class Skills (4 + Int modifier per level): Appraise, Climb, Craft, Handle Animal, Heal, Knowledge (architecture and engineering, life-
  shaping, nature), Ride, Profession, and Use Rope. 
  
  33 
  As you advance in this prestige class, focus on 
  enhancing the talents that make you most effective. Add 
  ranks to Handle Animal, Heal, and Knowledge (nature) to 
  help you excel at your tending. Consider picking up feats 
  that also help you in combat situations, such as Skill 
  Focus (Heal), Self-Sufficient and Toughness. 
  Resources 
  Outside your very small circle of adventuring 
  companions, you belong to no organization. In times of 
  need, you can acquire resources from your talents, selling 
  your healing and training abilities for those who can pay. 
  Life-Tenders in Athas 
  “That Pish-avios lady wouldn‟t recognize a life-shaped disease 
  even if it bit her in the buttocks! My services are much more 
  reliable, for only a few extra ghav-egoths.” 
  —Fen-olind, rival life-tender 
   
  Life-tenders make good allies for PC parties thanks to 
  their ability to train life-shaped creatures, as well as heal 
  them in almost any kind of situation. 
  Organization 
  Tenders generally work alone, taking on only as much 
  responsibility as they can handle by themselves. Their 
  work can normally be done at home with a minimum of 
  tools. 
  Life-tenders are often associated with gahv-erahns, 
  since their beliefs and aptitudes are similar, but not close 
  enough to compete for clients. 
  NPC Reactions 
  Most‖ people‖ can’t‖ tell‖ the‖ difference‖ between‖ a‖ life-
  tender from a regular animal handler. However, a NPCs 
  attitude is one step better towards a known life-tender, 
  because their trade is very useful and required in rhul-
  thaun communities. 
  Life-Tender Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  research life-tenders to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 10: Life-tenders are those who care for sick life-
  shaped creations and groom the healthy ones. 
  DC 15: Many life-tender are in fact, failed life-shapers. 
  In a way, this is the closest they can get to their dreams. 
  DC 20: Life-tender form a special bond with their 
  patients, and some are even able to heal them just by 
  laying their hands on them. 
  Life-Tenders in the Game 
  Mountebanks can easily fit into any campaign that has 
  a relative high number of life-shaped items, serving as an 
  ally to the PCs. 
  Sample Encounter 
  Player characters might encounter a life-tender simply 
  by hanging around any large rhul-thaun settlement, 
  especially around markets. 
  EL 3: While the PCs are walking around a rhul-thaun 
  city, a crazed dhev-sahr starts thrashing around in a 
  market nearby. The life-tender (Pish-avios) does not seem 
  able to control the beast. 
  After a brief intervention of the PCs, it is discovered 
  the creature is suffering from some sort of new disease 
  she cannot cure. Pish-avios then asks the PCs help to 
  discover the cause of this disease. 
   
  Pish-avios 
  CR 6 
  Female rhul-thaun expert 2/life-tender 4 
  LN Small humanoid (rhulisti) 
  Init +0; Senses Listen +4, Spot +4 
  Languages Rhul-thaun 
  AC 15, touch 11, flat-footed 15 
   (+1 size, +4 armor) 
  hp 23 (7 HD) 
  Fort +1, Ref +1, Will +9; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee shockwand +2 (1d5—1 plus 1d6 electricity 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Special Actions remove disease 2/week 
  Combat Gear 2 bloodclots 
  Abilities Str 9, Dex 11, Con 10, Int 13, Wis 14, Cha 9 
  SQ expert healer, shaped empathy +5 
  Feats Alertness, Animal Affinity, Skill Focus (Profession 
  [life-tender]), Tender of LifeB* 
  *New feat described on page 22 
  Skills Appraise +7, Climb +8 (+10 with ropes), Handle 
  Animal +9, Heal +10, Knowledge (life-shaping) +7, 
  Knowledge (nature) +8, Ride +9, Profession (life-
  tender) +16, Use Rope +5 
  Possessions 
  combat 
  gear 
  plus 
  sheath 
  armor, 
  shockwand 
  Expert Healer On a successful Heal check, any life-
  shaped creature Pish-avios is tending recovers 3 hit 
  points per HD for a full 8 hours of rest, or 6 hit points 
  per HD for a full day of rest. 
  Remove Disease (Ex) As the spell, 2/week. 
  Hook ‚Caring‖is‖my‖business‛ 
  Nature-Master 
  “The rhulisti is the perfect form. We cannot abide while theses 
  benders of the sacred laws of nature go unpunished! 
  —Ush-avan, rhulisti nature-master, 
  fragment from the Rally for the First of Wars 
   
  Nature-masters are those who become so skilled at 
  shaping the forces of life that there are almost no limits to 
  what they can accomplish with their craft. Unlike life-
  shapers, nature-masters truly understand the basic 
  
  34 
  process of creation, gaining insight beyond the reach of 
  any mere life-shaper. Many nature-masters become so 
  obsessed with manipulating the forces of nature, that they 
  become instead nature-benders, experiment recklessly 
  with intelligent life forms. 
  Becoming a Nature-Master 
  Nature-master is a very specialized class and requires 
  dedication and study. The best way to become a nature-
  master is to be a bard or rogue (because of the high skill 
  points per level), taking levels in life-shaper from 5th to 
  13th level, and then take 1st level in the prestige class as 
  your 14th character level. Then you can advance through 
  all five levels of the class and, after completing it at 18th 
  level, either return to bard or rogue, or move on to 
  another prestige class such as dune trader. 
   
  Entry Requirements 
  Skills: Craft (life-shaped) 15 ranks, Knowledge (life-
  shaping) 15 ranks. 
  Feats: Skill Focus [Craft (life-shaped)], any two Shape 
  feats. 
  Race: Rhulisti. 
  Class Features 
  A nature-master is the supreme shaper of life. His 
  abilities let him improve life-shaped items and creatures 
  to even further levels. All of the following are class 
  features of the nature-master prestige class. 
  Craft XP Reserve: Starting at 1st level, if you have the 
  Mastershaper feat, you can build mastercraft life-shaped 
  items and make life-shaped improvements without 
  investing as much of yourself in the process. You gain a 
  special reserve of experience points, as shown on Table 
  5—6. These extra experience points are separate from 
  experience gained through level advancement and can 
  only be used to shape mastercraft items and for the life-
  shaped improvement ability; they do not count toward 
  level gain. 
  You must spend the extra experience points you gain 
  at each level, for when you gain a level in the class, you 
  lose any unspent experience points in your reserve. 
  Life-shaping Improvement: At every level, you gain 
  the opportunity to select a special improvement from 
  among those described below. All improvements have a 
  XP cost required, as specified in its description. 
  Armor Expert: Each armor you create using the Shape 
  Tool feat gains a +1 enhancement bonus to AC and its 
  armor check penalty is lessened by 1. This ability costs 
  1,000 XP. 
  Creature Lord: Each creature you create with the Shape 
  Creature feat gains a +4 enhancement bonus to Strength 
  and +2 hit points per Hit Dice. This ability costs 1,000 XP. 
  Graft Dissembling: Each graft you create using the 
  Shape Tissue feat blends so well with the recipient’s‖skin‖
  that it does not impose the standard penalty to Bluff, 
  Diplomacy, Gather Information, and Handle Animal 
  checks. This ability costs 1,500 XP. 
  Graft Opificer: Each graft you create using the Shape 
  Tissue feat does not need an adaptation period. In 
  addition, its hit points are increased by one-quarter. This 
  ability costs 750 XP. 
  Shaping Mastery: You can take 10 when making a Craft 
  (life-shaped) or Knowledge (life-shaping) even if stress 
  and distractions would normally prevent you from doing 
  so. This ability costs 500 XP. 
  Weapons Master: Each weapon you create using the 
  Shape Tool feat gains a +1 enhancement bonus on attack 
  and damage rolls. This ability costs 1,000 XP. 
  Feat: You may gain a bonus feat in place of a life-
  shaping improvement. The bonus feat must be selected 
  from the following list: Gifted Shaper, Graft-taker, 
  Mastershaper, Nature-bender, Prolific Shaper, Recycler, 
  Shape Creature, Shape Tissue, Shape Tool, Shaper of Life. 
  The nature-master must meet all the prerequisites of the 
  feat to select it. 
  Playing a Nature-Master 
  From an early age, you were fascinated by all aspects 
  of‖nature,‖from‖the‖most‖insignificant‖creature‖to‖nature’s‖
  most flashy demonstration of wrath. It took years of 
  constant study to get where you are today. 
  Although you might appear similar to a life-shaper, it 
  would be the same as comparing a wood stake to a 
  glistening steel sword. Nature-masters truly excel and 
  understand all the process involved in the creation of the 
  life-shaped. 
  Preparation and care are the keys to your survival. 
  You have great respect for life-shaping and what it can 
  accomplish, so you never rush headlong into any new 
  area of study without careful understanding of its 
  dangers and applications. 
  Combat 
  You avoid combat as much as possible, you usually 
  prefer to stay in your life-shaping sanctuaries, perfecting 
  your creations instead of risking yourself in barbaric 
  ways. You have your creations and less important people 
  to get their hands dirty for you. 
  Advancement 
  You have reached the point where you are an 
  Table 5—6: The Nature-Master 
  Hit Die: d6 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Craft XP Reserve 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  1000 
  Life-shaping improvement 
  2nd 
  +1 
  +0 
  +0 
  +3 
  1200 
  Life-shaping improvement 
  3rd 
  +1 
  +1 
  +1 
  +3 
  1500 
  Life-shaping improvement 
  4th 
  +2 
  +1 
  +1 
  +4 
  1900 
  Life-shaping improvement 
  5th 
  +2 
  +1 
  +1 
  +4 
  2400 
  Life-shaping improvement 
  Class Skills (2 + Int modifier per level): Appraise, Craft (life-shaped), Heal, Knowledge (architecture and engineering, life-shaping, 
  nature, structure), Profession, and Search. 
  
  35 
  acknowledged expert in your field, but you have a little 
  way to go before you become undisputed in the level of 
  power and understanding you desire. You spend much of 
  your time in study and research, and you are likely to 
  adventure less than a traditional shaper of life. 
  Even though you have reached a high degree of 
  proficiency, you must continue to hone your craft. Max 
  out your ranks in Craft (life-shaped), as well as in 
  Knowledge (life-shaping). If you have the skill points to 
  spare, consider investing in Knowledge (architecture and 
  engineering) or Knowledge (nature), to truly understand 
  and master all areas of life-shaping. 
  As you advance as a nature-master, consider feats that 
  enhance even further you skills, Mastershaper and other 
  life-shaping related feat, but also increase your influence 
  and power—such as Leadership and Negotiator. 
  Resources 
  As a nature-master,‖ you’re‖ as‖ skilled‖ at crafting life-
  shaped as a life-shaper with many other feats. Thus, your 
  best resource is your ability to custom-built the items or 
  creatures you want to use. Because you can only pay the 
  cost to create rather than the market price of the desired 
  item or creature. Make much use of this ability and make 
  the best items for yourself. 
  You rarely need money or equipment, since you can 
  make the items yourself and earn a living through your 
  craft. 
  Nature-Masters in Athas 
  “How can you expect to defeat someone who can master Nature 
  itself?” 
  —Nam-onesh, Ush-avan’s‖political‖rival,‖last‖words‖
  heard before a mysterious fatal accident 
   
  The nature-master in the perfect example of the 
  rhulisti’s‖ dominance‖ of‖ life-shaped creations, their 
  superior knowledge managed to make the rhulisti race 
  rule an entire world for eons. 
  Nature-masters are not only capable of shaping 
  creatures and items; they are also capable of shaping their 
  society. They usually use their prestige, wealth and 
  influence to mold their societies into what they consider 
  good and right. 
  Organization 
  The Conclave of Natural Harmony is led by a group of 
  grand nature-masters who meet once every month to 
  exchange new insights and discoveries about life-shaping, 
  as well as other areas of common interest. The conclave 
  also maintains and updates the strict codes of ethics life-
  shaping must obey. They have the power to revoke the 
  license of practicing life-shaping to anyone who broke 
  their rules. 
  The Conclave has few, if any, open adversaries. No 
  one in his right mind is willing to directly oppose such a 
  powerful group, capable of turning entire groups against 
  him, or using horrific life-shaped weapons against him. 
  NPC Reactions 
  Rhulisti hold the nature-masters in very high regard 
  indeed. As the personification of rhulisti superior 
  knowledge and culture, he is regarded much as a famous 
  gladiator in the Tablelands or a skilled healer would be. 
  Rhulisti therefore begin with a friendly attitude towards a 
  known nature-master, though anyone associated with the 
  nature-benders is an exception. Their clashing ideologies 
  and worldview makes them natural rivals. 
  Nature-Master Lore 
  Characters with ranks in Knowledge (life-shaping) or 
  Knowledge (history) can research nature-masters to learn 
  more about them. When a character makes a skill check, 
  read 
  or 
  paraphrase 
  the 
  following, 
  including 
  the 
  information from lower DCs. 
  DC 20: Nature-masters are the ancient rhulisti life-
  shapers. 
  DC 30: Nature-masters can control even the most basic 
  aspects of life. They are capable of doing almost 
  everything with life-shaped components. 
  DC 40: There is a controversial sect of life-shapers that 
  alter life in ways that most nature-masters consider 
  immoral. They are called nature-benders. 
  Nature-Masters in the Game 
  Anytime your players need a very powerful or 
  custom-built life-shaped item, or a strong life-shaped 
  creature, you have an excellent opportunity to introduce a 
  nature-master in your campaign. 
  A single nature-master NPC can make an interesting 
  series of encounters, attacking the PCs with powerful and 
  exquisite life-shaped creatures and grafts. The party faces 
  a substantial challenge in putting a stop to the 
  interference, especially if the nature-master has an 
  influential position in society. 
  Sample Encounter 
  A nature-master most often serves as an ally or 
  associate of the player characters, but he is first and 
  foremost concerned about his people and their own 
  agendas.‖Should‖the‖heroes’‖interest‖conflict‖with‖those‖of‖
  the nature-masters, he will not hesitate to confront the 
  PCs. 
  EL 15: Ush-avan Zohre is a nature-master with 
  political ambitions. She is using the recent nature-bender 
  threat, as well as her charms, to quickly rise in the nature-
  master’s‖ranks‖and‖she‖does‖not‖hesitate‖to‖murder‖any‖of‖
  her rivals. 
   
  Ush-avan Zohre 
  CR 15 
  Female rhulisti bard 3/life-shaper 9/nature-master 3 
  LN Small humanoid (rhulisti) 
  Init +6; Senses Listen +6, Spot +1 
  Languages Rhulisti 
  AC 13, touch 13, flat-footed 11 
   (+1 size, +2 Dex) 
  hp 52 (15 HD) 
  
  36 
  Fort +6, Ref +8, Will +15; +2 against spell and spell-like 
  effects, +4 against powers and psi-like effects 
  Speed 20 ft. (4 squares) 
  Melee mwk quickstrike +10 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options poison (cistern fiend, DC 25, 1d6 Dex/2d6 
  Dex), Quickdraw 
  Special Actions bardic music 3/day (countersong, 
  fascinate 1 creature, inspire courage +1, inspire 
  competence), improve kit (+3), quick heal, quick 
  shape 
  Combat Gear 2 detoxifiers, 2 doses of cistern fiend 
  poison 
  Abilities Str 8, Dex 15, Con 11, Int 20, Wis 13, Cha 17 
  SQ bardic knowledge +8, life-shaping improvement 
  (graft dissembling, graft opificer, shaping mastery), 
  poison use, superior heal 
  Feats Closed Mind, Gifted Shaper*, Improved Initiative, 
  Iron Will, Leadership, Mastershaper, Negotiator, 
  Prolific Shaper*, QuickdrawB, Shaper of LifeB*, Shape 
  Creature*, Shape Tool*, Skill Focus [Craft (life-
  shaped)], Trader 
  *New feats described on page 19 
  Skills Appraise +17 (+19 related to life-shaped), Bluff 
  +25, Craft (life-shaped) +30, Diplomacy +24, Gather 
  Information +19, Heal +6, Intimidate +19, Knowledge 
  (life-shaping) +27, Knowledge (local) +17, Knowledge 
  (nature) +18, Listen +6, Perform (oratory) +18, Sleight 
  of Hand +11, Sense Motive +21 
  Possessions combat gear plus masterwork quickstrike 
  (+3 to attack rolls), dulcet mysk 
  Quick Shape (Ex) When using the Craft (life-shaped) 
  skill, Ush-avan reduces the building time of ordinary 
  items and mastercraft items by half. 
  Quick Heal (Ex) Ush-avan can heal a life-shaped item 
  in half the normal time (DC increases by 5). 
  Hook ‚Life‖ is‖ sacred.‖ Its‖ purity‖ must‖ be‖ maintained‖
  even‖if‖requires‖sacrificing‖a‖few‖lives.‛ 
  Windancer 
  Windancing is an art form that combines dance and 
  acrobatics into one graceful, athletic frolic between the 
  spires and up the walls of the cliff towns. Windancers 
  seem to sail up, and up, and up at heart-stopping speeds, 
  tumbling, hands hardly touching stair rails; leaping, feet 
  skimming over bridge supports, and always, always, 
  climbing toward the stone-covered sky. 
  Fearless and colorful performers, windancers are at 
  the heart and spirit of rhul-thaun society. They embody 
  both the structure of ritual and freedom from its 
  constraints. Some windancers add storytelling, song, or 
  mime to their acts, the conclusions always leading to a 
  point where they leap into air and begin their rise to the 
  pinnacles. 
  Becoming a Windancer 
  Bards most often and most easily become windancers, 
  although a substantial number of rogues and some 
  fighters also enter the prestige class. 
   
  Entry Requirements 
  Skills: Balance 5 ranks, Climb 5 ranks, Jump 5 ranks, 
  Perform (dance) 8 ranks, Tumble 5 ranks. 
  Feats: Vertical Orientation. 
  Race: Rhul-thaun. 
  Class Features 
  All of the following are class features of the windancer 
  prestige class. 
  Fast Acrobatics (Ex): You can avoid the normal 
  penalties 
  for 
  accelerated 
  movement 
  while 
  using 
  acrobatics. You ignore all penalties for moving more than 
  the normal speed when making Balance, Climb, and 
  Tumble checks. 
  Agile Dancer (Ex): You are able to stand on your feet 
  even in the most difficult situations. You are not 
  considered flat-footed while balancing or climbing, and 
  add your windancer level on Balance and Climb checks to 
  remain balancing or climbing when you take damage. 
  Dancing Mastery (Ex): When making a Perform 
  (dance) check, you may take 10 even if stress and 
  distractions would normally prevent you from doing so. 
  Evasion (Ex): Starting at 3rd level, you become so agile 
  you can avoid even magical and unusual attacks. This is 
  exactly like the rogue ability of the same name. 
  Sustained Performance (Ex): Starting at 4th level, 
  your rigorous training enables you to endure in situations 
  where others would give up. You add your Charisma 
  bonus (if any) to your Concentration checks and Fortitude 
  saves. 
  Persuasive Performance (Ex): At 5th level, you 
  become so skilled in your presentations you are able to 
  improve the attitudes of NPCs. After a NPC within 30 feet 
  of you has observed you for at least for a minute, make a 
  Perform (dance) check. You can use this result instead of a 
  Diplomacy skill check for influencing NPC attitudes (see 
  pages 71-72 of the Player’s Handbook). The same NPC can 
  be so influenced only once every 24 hours. 
  Table 5—7: The Windancer 
  Hit Die: d6 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Fast acrobatics, agile dancer 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Dancing mastery 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Acrobatic charge 
  4th 
  +3 
  +1 
  +4 
  +1 
  Sustained performance 
  5th 
  +3 
  +1 
  +4 
  +1 
  Persuasive performance 
  Class Skills (6 + Int modifier per level): Balance, Climb, Escape Artist, Jump, Move Silently, Perform, Profession, Tumble, and Use 
  Rope. 
  
  37 
  Playing a Windancer 
  You are the center of attention, the person everyone 
  wants‖to‖talk‖to,‖the‖‚face‛‖of‖the‖party.‖Even‖if‖you‖aren’t‖
  the most attractive or charismatic member of your group, 
  your unequaled skill at dance creates an irresistible 
  appeal born of justified confidence and supernatural 
  influence. 
  Combat 
  You have two roles in combat: distracter and killer. 
  When‖your‖group’s‖plan‖calls‖for‖a‖diversion,‖you‖shine. 
  You draw the attention of opponents, allowing your allies 
  to position themselves for their most devastating attacks. 
  You can perform this role near the front lines of battle, but 
  you have a better chance of survival if you stay near the 
  back. As the killer, you use your speed to quickly close in, 
  drawing‖ the‖ enemy’s‖ eye,‖ and‖ potentially‖ deliver‖ a‖
  poisonous or sneak attack blow that turns the tide of 
  battle. 
  Because of your acrobatic talents, you can easily reach 
  locales other party members would not be able to, at least 
  without resorting to supernatural means. 
  Advancement 
  An exquisite physical specimen, you drew the 
  attention of patrons and audiences as often with your 
  unquestionable attractiveness as with your extraordinary 
  artistic talents. Perhaps you sought to give your art a 
  more unique approach, one requiring both talent and 
  superior physical condition, or perhaps you were just 
  bored at doing the same as everyone else, but eventually 
  you brought together your love of dance with your 
  natural climbing talents. 
  Obviously, you must continue to max out your ranks 
  in Perform (dance),‖ but‖ don’t‖ forget‖ other‖ useful‖ skills‖
  such as Balance, Climb, and Tumble. Choose feats such as 
  Cliff Combat and Cliff Hanger that further enhance your 
  climbing skills. 
  Resources 
  You rarely work alone, yet your involvement with an 
  organization is transitory at best. As your needs or whims 
  dictate, you flit from town to town, dance troupe to dance 
  troupe. For the short time you join such groups, you can 
  rely on whatever resources they provide. Most of the 
  time,‖ however,‖ you‖ are‖ on‖ your‖ own.‖ You‖ simply‖ don’t‖
  like sharing the attention of others. 
  Windancers in Athas 
  “I think I have seen air elementals with less grace than her.” 
  —Fen-adan, air cleric and Ghoun-anos’‖fan 
   
  In any city where entertainment receives high praise 
  and a proper facility where to perform can be arranged, 
  windancers can comfortably earn their living. They can 
  act as alternative scouts or as especially influential bards 
  who focus on their love of dance. 
  Organization 
  Windancers typically work with trusted partners or 
  small groups, making them well suited to adventuring 
  parties. On entering a new town or village, a windancer 
  who expects to stay for more than a few days usually joins 
  a dance troupe. These alliances are rarely permanent, 
  lasting just long enough to benefit both parties. A 
  windancer who travels regularly between a small number 
  of cities might have membership in several organizations 
  but no loyalty to any of them. 
  NPC Reactions 
  Reactions to a known windancer vary widely. The 
  nobility prize them, since having one perform brings 
  much 
  prestige. Lawkeepers 
  dislike 
  them 
  for 
  the 
  commotion that inevitably follows their performances. 
  Common 
  folk 
  strain 
  to 
  catch 
  glimpses 
  of 
  their 
  performances, treating them with the awe and jealousy 
  that accompany celebrity. 
  Windancer Lore 
  Characters with ranks in Knowledge (local) can 
  research windancers to learn more about them. When a 
  character makes a skill check, read or paraphrase the 
  following, including the information from lower DCs. 
  DC 10: Windancers are entertainers who perform 
  vertical plays or musicals. 
  DC 15: Windancers can be just as fast and gracious 
  climbing as a windrider flying over the skies. 
  DC 20: A‖windancer’s‖performance‖is‖so‖charming‖that‖
  he can literally befriend everyone that watches him. 
  DC 30: Characters who achieve this level of success 
  can learn important details about specific windancers in 
  your campaign, including a notable individual, the area in 
  which he operates, and the kinds of performances in 
  which he specializes. 
  Windancers in the Game 
  A windancer can be attractive to the player who 
  enjoys playing a bard or rogue, but does not want to fall 
  into the typical archetypes, or who just likes being the 
  center of attention. 
  Introducing windancers into your campaign should 
  not be difficult. Famous windancers probably already 
  exist in any rhul-thaun settlement. 
  Sample Encounter 
  Every major rhul-thaun settlement has at least a 
  handful of windancers making regular presentations. The 
  characters are most likely to find a windancer during one. 
  EL 7: Ghoun-anos is a popular performer and 
  frequently makes special presentations for the rich rhul-
  thaun that are able to afford it. She can turn into a 
  valuable source of information if the PCs are able to 
  convince her to do so. 
   
   
   
  
  38 
  Ghoun-anos 
  CR 7 
  Male rhul-thaun rogue 5/windancer 2 
  LN Small humanoid (rhulisti) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Rhul-thaun 
  AC 14, touch 14, flat-footed 11; uncanny dodge 
   (+1 size, +3 Dex) 
  hp 32 (7 HD) 
  Resist evasion 
  Fort +2, Ref +10, Will +2; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares); Run 
  Melee mwk bone dagger +6 (1d3+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +1 
  Atk Options sneak attack +3d6 
  Special Actions fast acrobatics 
  Abilities Str 12, Dex 17, Con 12, Int 8, Wis 12, Cha 14 
  SQ agile dancer, trapfinding, trap sense +1 
  Feats Acrobatic, Vertical Orientation*, Run 
  *New feat described on page 23 
  Skills Balance (+13) (+14 to remain balancing when 
  damaged), Climb (+17) (+18 to remain climbing when 
  damaged), 
  Disguise 
  +6, 
  Hide 
  +7, 
  Jump 
  +15, 
  Knowledge (local) +3, Listen +3, Move Silently +8, 
  Perform (dance) +12, Profession (windancer) +7, Spot 
  +3, Tumble +15 
  Possessions masterwork bone‖dagger,‖climber’s‖kit,‖10‖
  pitons, 50 ft. of rope 
  Agile Dancer (Ex) Ghoun-anos is not considered flat-
  footed while balancing or climbing. 
  Dancing Mastery (Ex) When making a Perform (dance) 
  check, Ghoun-anos may take 10 even if stress and 
  distractions would normally prevent her from doing 
  so. 
  Hook ‚The‖wind‖itself‖isn’t‖as‖gracious‖as‖I‖am.‛ 
   
  Windrider 
  Sing to me gently, rising wind, 
  and carry me where I will. 
  Every thought now given flight, 
  life-wine flows through my ride. 
  My focus fast upon my task 
  the powers of life to guide me. 
  I have the will to stay my creed 
  let none my way impede! 
  —The Mantra of the Windrider 
   
  Besides life-shaper, there is no more enviable position 
  in rhul-thaun society than the riders of the wind. Soaring 
  the skies on the back of a steed specifically designed and 
  grown to serve its master and maneuver within the 
  restrictions of the cliffs and mist is the dream of most 
  young rhul-thaun. 
  Windriders are carefully trained and highly talented. 
  Mounted 
  hunters, 
  harvesters, 
  and 
  couriers, 
  these 
  individuals are capable, daring, and flamboyant. 
  Becoming a Windrider 
  Most windriders are rangers, though some barbarians 
  and rogues may train to become one. The required 
  Mounted Combat and Weapon Focus feats, as well as skill 
  ranks in Ride and Handle Animal, are important to focus 
  on‖the‖class’‖abilities‖and‖show‖commitment‖to‖the‖trade. 
   
  Entry Requirements 
  Skills: Handle Animal 4 ranks, Knowledge (geography 
  [Jagged Cliffs]) 2 ranks, Ride 8 ranks. 
  Feat: Mounted Combat, Weapon Focus (any ranged 
  weapon). 
  Race: Rhul-thaun. 
  Special: Must‖have‖sworn‖the‖Windrider’s‖Oath. 
  Class Features 
  All of the following are class features of the windrider 
  prestige class. A windrider focuses mainly in riding his 
  mount and mounted combat. 
  Windrider Mount (Ex): Windriders receive a specially, 
  custom-designed flying life-shaped creature to serve as 
  their mount. 
  A‖windrider’s‖mount‖is‖more‖powerful‖than‖a‖typical‖
  life-shaped representative is, and it grows stronger as you 
  gain class levels. See the table below for details. 
   
  Mount Advancement 
  Class Level  
  Bonus HD 
  Natural 
  Armor Adj. 
  Dex Adj. 
  1st—2nd  
  +0 
  +0 
  +1 
  3rd—4th  
  +1 
  +2 
  +2 
  5th—6th  
  +2 
  +4 
  +3 
  7th—8th  
  +3 
  +6 
  +4 
  9th—10th  
  +4 
  +8 
  +5 
   
  You may use the Handle Animal skill or the wild 
  empathy class ability on your mount as though as it were 
  an animal. 
  Popular: Windriders are envied and respected. 
  Whenever interacting with other rhul-thaun, you gain a 
  +2 bonus on Bluff, Diplomacy, Intimidate, and Gather 
  Information checks. 
  Ride Bonus (Ex): You gain a competence bonus equal 
  to your windrider level on all Ride checks made on flying 
  creatures. 
  Bonus Feat: At 2nd, 6th and 9th levels, you gain a 
  bonus feat from the following list: Lightning Reflexes, 
  Mounted Archery, Ride-By Attack, Spirited Charge, Skill 
  Focus. You must qualify for any feat requirements. 
  Airborne Rider (Ex): At 3rd level and higher, you can 
  make one extra Ride check per round whenever using the 
  Mounted Combat feat to negate a hit on your flying 
  mount (see the Mounted Combat feat description, page 98 
  of the Player’s Handbook, for details). In addition, you 
  receive a +2 bonus on Ride checks‖to‖negate‖an‖opponent’s‖
  attack roll on your windrider mount. 
  Flying Tracker: Beginning at 4th level, you can move 
  at‖ your‖ flying‖ mount’s‖ normal‖ speed‖ while‖ following‖
  tracks on your mount without taking the normal -5 
  penalty. You take only a -10 penalty (instead of the 
  
  39 
  normal -20)‖ when‖ moving‖ at‖ up‖ to‖ twice‖ your‖ mount’s‖
  normal speed while tracking. 
  Prestigious: Beginning at 5th level, you become 
  known by the general population and are able to receive 
  food and shelter whenever necessary. Additionally, you 
  can get a discount when purchasing goods and services 
  (3% per windrider class level) on the Jagged Cliffs. 
  Stand on Mount (Ex): At 6th level, you become able to 
  stand‖on‖your‖windrider‖mount’s‖back‖even‖in‖the‖hardest‖
  situations, taking no penalties while doing so, by making 
  a DC 20 Ride check. While on your mount, you receive 
  only half the penalty for using a ranged weapon while 
  your mount is taking a double move or running (or none 
  at all, if you have the Mounted Archery feat). 
  Full Mounted Attack (Ex): At 8th level and higher, 
  you can make a full attack action when your flying mount 
  moves more than 5 feet but no more than a single move 
  action. You cannot combine this full attack with a charge 
  action. 
  Supreme Rider (Ex): At 10th level, you become so 
  adept at riding your life-shaped mount that you can make 
  some tasks more easily. 
  Spur Mount: You deal only half damage when 
  increasing‖ your‖ windrider‖ mount’s‖ speed‖ (minimum‖ 1‖
  damage). 
  Control Mount in Battle: You can use this as a free 
  action with any life-shaped flying mount. 
  Fast Mount or Dismount: You can mount or dismount a 
  mount of up to two size categories larger than you as a 
  free action. 
  Windrider’s‖Oath: A‖windrider’s‖oath‖requires‖that‖he‖
  swears to the importance of his skill, acknowledges the 
  value of their mounts, and pledges duty while on 
  accepted missions. 
  Ex-Windriders 
  A windrider who grossly violates his oath loses the 
  service‖ of‖ his‖ windrider’s‖ mount,‖ the‖ popular‖ and‖
  prestigious features, and may not progress any farther in 
  levels as a windrider. 
  Playing a Windrider 
  The living creatures the windriders use are finest 
  creations of the life-shapers. Because of this, those who 
  possess the potential to become windriders are observed 
  closely, tested, and trained very carefully. Only the most 
  able and talented are allowed to join the select ranks of 
  this unique company. 
  Once young hopefuls are declared windriders, they 
  are allowed to wear the cosmetic graft showing they have 
  earned the right to soar the skies. The light blue graft is in 
  the shape of a flying bird. 
  Obviously, there is a great deal of competition 
  between 
  windriders 
  and 
  cliffclimbers, 
  since 
  both 
  occupations have a similar focus. The windriders can do 
  anything the climbers can do and do it faster and deliver 
  larger payloads. Windriders can handle more cargo, 
  harvest more plants, and take bigger game. Nevertheless, 
  there are far more climbers than windriders, and their 
  rates are much lower. Then too, cliffclimbers hunt rarer 
  plants and more exotic game animals—they seek quality 
  not quantity. 
  Combat 
  Hunting from the backs of flying beasts is difficult, but 
  often rewarding. Using ranged weapons, a windrider can 
  bring down prey without ever getting near dangerous 
  claws or slashing teeth. Remember to use high ground to 
  your advantage. 
  At 3rd level, you are able to make lightning fast 
  maneuvers with your flying mount, effectively making 
  your mount very hard to be hit. 
  Consider wielding a lance when mounting smaller 
  mounts such as the ber-ethern—a charging mount can 
  cause even the strongest foe to tremble, especially if you 
  taken the Spirited Charge feat and reached the 8th level, 
  when you gain the full mounted attack class feature. 
  When necessary, you can dismount to engage in hand-
  to-hand combat, but you prefer the advantages you gain 
  from fighting in the saddle. 
  Advancement 
  You fight from your windrider mount. To this end, 
  use the feats you gain every four levels, as well as the 
  bonus feats offered by the windrider class, to enhance 
  your mounted fighting ability. Your life-shaped mount is 
  a weapon in its own right, so the bonus feats you select 
  determine how you put your mount to good use. 
  At first, your bond with your life-shaped mount is 
  very good, so you stick to simple maneuvers, but as your 
  riding‖abilities‖and‖your‖mount’s‖agility‖increases,‖you‖are‖
  able to make ever increasing complex maneuvers, both for 
  protection and display. 
  Table 5—8: The Windrider 
  Hit Die: d8 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Windrider mount, popular, Ride bonus 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Bonus feat 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Airborne rider 
  4th 
  +3 
  +1 
  +4 
  +1 
  Flying tracker 
  5th 
  +3 
  +1 
  +4 
  +1 
  Prestigious 
  6th 
  +4 
  +2 
  +5 
  +2 
  Bonus feat 
  7th 
  +5 
  +2 
  +5 
  +2 
  Stand on mount 
  8th 
  +6 
  +2 
  +6 
  +2 
  Full mounted attack 
  9th 
  +6 
  +3 
  +6 
  +3 
  Bonus feat 
  10th 
  +7 
  +3 
  +7 
  +3 
  Supreme rider 
  Class Skills (4 + Int modifier per level): Craft, Handle Animal, Knowledge (geography), Knowledge (nature), Profession, Ride, Spot, and 
  Survival. 
  
  40 
  Resources 
  Acquire the best ranged weapon you can afford, and 
  remember‖ to‖ always‖ bring‖ a‖ spare,‖ since‖ you‖ won’t‖ be‖
  able to fly down to the bottom of the Cliffs during combat 
  to retrieve it. 
  The windrider mount class feature assures you will 
  always be able to obtain a life-shaped mount. However, 
  your best bet for procuring particulars associated with 
  windrider mounts are the priests from the Air temple in 
  Thamasku. The Air temple serves as a place where 
  windriders can find berths for their mounts to roost and 
  be cared for as well as free food and lodging for their 
  mounts and themselves. 
  Windriders in Athas 
  “Fellow windriders make haste! We have a rogue rider to 
  catch.” 
  —Windrider Ther-adar, about Wir-avios 
   
  Windriders glide on 
  the air currents of the 
  Jagged Cliffs, but some 
  may end up adventuring a 
  little 
  further. 
  Without 
  fellow 
  windriders, 
  a 
  windrider 
  would 
  lack 
  someone to teach him his 
  skills. 
  Organization 
  Although there seems 
  to be a rigid structure 
  among 
  them, 
  the 
  windriders have no guild 
  organization—there is no 
  leader 
  and 
  no 
  special 
  regulations. However, an 
  oath is sworn when they 
  learn the craft, and that 
  they follow closely. 
  After successfully using their life-shaped mount to 
  pass a test flight conducted by the most senior windrider 
  in the community, they receive their cosmetic graft, which 
  they proudly bear in their faces and bodies. For every five 
  years a windrider plies his craft, he earns a new graft in a 
  deeper shade of blue, which is usually done in a specially 
  held celebration. The oldest and most experienced among 
  them wear grafts so dark they appear to be black. 
  NPC Reactions 
  Your reputation precedes your wherever you go, in 
  every rhul-thaun community 
  Windriders have a very prestigious role in rhul-thaun 
  society. In general, the reaction of the populace is friendly 
  as long as your reputation is good. On the other hand, if 
  you have a reckless or distrustful reputation, the populace 
  is likely to be unfriendly. 
  The populace, despite your fees being much higher 
  than climbers have, eagerly seeks your skills. Because of 
  that, windriders and cliffclimbers (see page 25) often 
  become lifelong nemesis, fiercely disputing clients and 
  territory. 
  Windrider Lore 
  Characters with ranks in Knowledge (local) or Gather 
  Information can research windriders to learn more about 
  them. When a character makes a skill check, read or 
  paraphrase the following, including the information from 
  lower DCs. 
  DC 10: Some windriders learn to ride life-shaped 
  creatures with exceptional skill. These windriders ride a 
  better kind of life-shaped creatures. 
  DC 15: Those who seek to train as a windrider must 
  find a teacher and prove his worthiness. Usually retired 
  windriders do this for a fee. 
  DC 20: An experienced windrider can make the most 
  daring and flamboyant maneuvers on a flying creature. 
  PCs who try to establish contact with a windrider 
  should make a DC 15 Gather Information check to find 
  the local windriding guild, 
  through which contact can 
  be arranged, or a DC 20 
  Gather 
  information 
  to 
  track a windrider down 
  directly. If the PCs are 
  trying to hire a windrider, 
  give 
  them 
  a 
  +2 
  circumstance bonus on the 
  check. 
  Windriders in the 
  Game 
  Questing 
  windriders 
  can spread forth from the 
  Cliffs, and are potentially 
  found anywhere between 
  Reg-Atol and Sahr-Tosh. 
  This prestige class is for those who love the freedom 
  the class provides, and is most suited to fighters and 
  rangers. While the keeping and healing of a life-shaped 
  mount might seem onerous to some, the benefits should 
  not be dismissed lightly. Moreover, because the windrider 
  mount is capable of the most daring maneuvers, no 
  windrider should worry about flying in lesser spacious 
  environments. 
  Sample Encounter 
  The first time the character comes close to the Jagged 
  Cliffs would be the ideal time for them to meet a 
  windrider. 
  EL 9: Wir-avios is a rogue windrider. She broke her 
  oath some months ago when she dumped a mission on 
  the last minute by accepting another with a better wage 
  and fled when other angry windriders came for her 
  mount. Now she makes a living by attacking careless 
  travelers and robbing their possessions. 
   
  © 2007 Wizards of the Coast 
  
  41 
  Wir-avios 
  CR 9 
  Female rhul-thaun ranger 5/windrider 4 
  NE Small humanoid (rhulisti) 
  Init +4; Senses Listen +6, Spot +6 
  Languages Rhul-thaun 
  AC 19, touch 15, flat-footed 15 
   (+1 size, +4 Dex, +4 armor) 
  hp 59 (9 HD) 
  Fort +5, Ref +8, Will +2; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee knife +10/+5 (damage) 
  Ranged javelin +12/+8 (1d4+3) 
  Ranged net +13 touch (entangle, PH 119) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +6 
  Atk Options Mounted Combat, Point Blank Shot, Rapid 
  Shot 
  Combat Gear 2 healing patches 
  Ranger Spells Prepared (CL 2nd): 
  1st—detect animals or plants  
  Abilities Str 15, Dex 19, Con 13, Int 10, Wis 12, Cha 12 
  SQ airborne rider, animal companion, favored terrain 
  Jagged Cliffs +4, flying tracker, link with companion, 
  popular, share spells, wild empathy +8 (+4 magical 
  beasts), windrider mount 
  Feats EnduranceB, Far Shot, Mounted ArcheryB, 
  Mounted Combat, Point Blank Shot, Rapid ShotB, 
  TrackB, Weapon Focus (javelin) 
  Skills Climb +5, Concentration +2, Handle Animal +6, 
  Hide +7, Knowledge (geography [Jagged Cliffs)) +10, 
  Knowledge (nature) +7, Listen +6, Move Silently +10, 
  Profession (windrider) +8, Ride +16, Search +6, Spot 
  +6, Survival +7 (+9 to keep from getting lost/following 
  tracks; +9/+11 in aboveground natural environments) 
  Possessions combat gear plus bone knife, masterwork 
  sheath armor (-1 penalty), 20 wooden javelins, 3 nets 
  Animal Companion eagle (MM 272). 
  Airborne Rider (Ex) Wir-avios can make one extra Ride 
  check per round whenever using the Mounted 
  Combat feat to negate a hit on his mount. 
  Favored Terrain (Jagged Cliffs) Wir-avios receives a +4 
  bonus to Hide, Knowledge (Nature), Move Silently, 
  Spot and Survival checks made within the Jagged 
  Cliffs. Dark Sun Core Rules 36 
  Flying Tracker Wir-avios can move at his normal speed 
  while following tracks without taking the normal -5 
  penalty. He takes only a -10 penalty (instead of the 
  normal -20) when moving at up to twice normal 
  speed while tracking. 
  Popular Whenever interacting with other rhul-thaun, 
  Wir-avios gain a +2 bonus on Bluff, Diplomacy, 
  Intimidate, and Gather Information checks. 
  Windrider Mount (Ex) Wir-avios has a ber-ethern 
  mount‖as‖a‖loyal‖companion.‖The‖creature’s‖abilities‖
  and characteristics are summarized below. 
  Hook ‚Once‖unfettered‖by‖the‖shackles‖of‖gravity,‖there‖
  is‖no‖going‖back.‛ 
   
  Sul-ethar 
  CR — 
  Always N Medium construct (life-shaped construct) 
  Init +4; Senses low-light-vision; Listen +3, Spot +5 
  Languages — 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural)  
  hp 32 (5 HD) 
  Fort +6, Ref +5, Will +1 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares), fly 50 ft. (average) (10 squares); 
  Flyby Attack, Wingover 
  Melee sting +7 (1d4+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Abilities Str 16, Dex 18, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Flyby Attack, Wingover 
  Skills Listen +3, Spot +5 
  Advancement — 
   
   
  
  42 
  C
  Chhaapptteerr  55::  E
  Eqquuiippmmeenntt  
   
  The fundamental word of the Jagged Cliffs is, of course, life. The very forces and energies of life obey the rhul-thaun‟ commands, 
  forming tools, weapons, buildings, and guardians. It is not magic, nor is it any ability within their minds that allows them to shape 
  life so completely. What is this strange lore? I believe they practice an esoteric art of some sort, but its secrets lie beyond me. 
  —The‖Wanderer’s‖Chronicle 
   
  Weapons 
  With the exception of wood, stone, and bone clubs, the 
  rhul-thaun life-shape all of their weapons. 
  Weapons Descriptions 
  The weapons found on Table 6—1: Weapons are 
  described below. 
  Armblade: This weapon is a graft (see page 53 for 
  more information). It has a 2 feet long and 5 inches wide 
  blade that extends outward and forward from the arm. 
  You may continue to use your hand normally, but you 
  cannot attack with the armblade and a wielded weapon in 
  the same hand in one round. Your opponent cannot use a 
  disarm action to disarm you of an armblade. 
  Armspike: This weapon is a graft (see page 53 for 
  more information). It has from one to three spikes, 3 to 6 
  inches in length, projecting outward from the‖ wielder’s‖
  arm. You may continue to use your hand normally, but 
  you cannot attack with the armspike and a wielded 
  weapon in the same hand in one round. Your opponent 
  cannot use a disarm action to disarm you of an armspike. 
  Clawgraft: This weapon is a graft (see page 53 for 
  more information). Each clawgraft is approximately 1 1/2 
  inches long. Your opponent cannot use a disarm action to 
  disarm you of a clawgraft. The cost and weight given are 
  for a set of five. An attack with a clawgraft is considered 
  an armed attack. 
  Deathspray: This weapon has a 2-foot long scaled 
  tube with a wide, bulbous nodule on one end and a 
  narrow opening at the other. This nodule produces a 
  caustic, poisonous venom that can be sprayed from the 
  aperture. Using this ability is a ranged touch attack with a 
  maximum range of 30 feet and a range increment of 10 
  feet. If you successfully hit your opponent, he is poisoned 
  (Fortitude DC 14, initial damage 1d6 hp, secondary 1d4 
  Con). This ability can be used three times per day. 
  Flashlance: This weapon is a 3-foot long spear. As a 
  free action, you may trigger a telescoping mechanism, 
  doubling its length and dealing an additional 1d4 points 
  of damage (1d3 for a Small flashlance) when sprung. The 
  lance retracts automatically and can be used normally on 
  your next turn. 
  Grappler: This weapon has a pod on one end and an 
  orifice on the other. When activated, the grappler fires a 
  Table 6—1: Weapons 
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Increment 
  Weight1 
  Type2 
  Light Melee Weapons 
   
   
   
   
   
   
   
   Armspike 
  50 Cp 
  1d4 
  1d6 
  x3 
  — 
  5 lb. 
  Piercing 
   Clawgraft 
  25 Cp 
  1d4 
  1d6 
  x2 
  — 
  3 lb. 
  Piercing and slashing 
   Quickstrike 
  50 Cp 
  1d4 
  1d6 
  19-20/x2 
  — 
  5 lb. 
  Piercing 
   Shockwand 
  25 Cp 
  1d4 
  1d6 
  x2 
  — 
  3 lb. 
  Bludgeoning 
  One-Handed Melee Weapons 
   
   
   
   
   
   
   
   Armblade 
  75 Cp 
  1d6 
  1d8 
  19-20/x2 
  — 
  5 lb. 
  Slashing 
  Two-handed Melee Weapons 
   
   
   
   
   
   
   
   Flashlance4 
  30 Cp 
  1d4 
  1d6 
  x3 
  — 
  8 lb. 
  Piercing 
   Mandibles3,4 
  150 Cp 
  1d3 
  1d4 
  x2 
  — 
  8 lb. 
  Bludgeoning 
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Increment 
  Weight1 
  Type2 
  Light Melee Weapons 
   
   
   
   
   
   
   
   Spinethrower 
  75 Cp 
  1d4 
  1d6 
  x2 
  10 ft. 
  3 lb. 
  Piercing 
  One-Handed Melee Weapons 
   
   
   
   
   
   
   
   Deathspray 
  100 Cp 
  1d3 
  1d4 
  x2 
  10 ft. 
  12 lb. 
  Bludgeoning 
   Grappler 
  75 Cp 
  — 
  — 
  x2 
  10 ft. 
  10 lb. 
  Bludgeoning 
   Life leech sword 
  75 Cp 
  1d4 
  1d6 
  19-20/x2 
  — 
  3 lb. 
  Piercing 
   Hurling titan 
  35 Cp 
  1d6 
  1d8 
  x2 
  — 
  9 lb. 
  Bludgeoning 
  Two-handed Melee Weapons 
   
   
   
   
   
   
   
   Life leech pole3,4 
  100 Cp 
  1d3 
  1d4 
  x2 
  — 
  8 lb. 
  Bludgeoning 
   Warstaff5 
  150 Cp 
  1d6/1d6 
  1d8/1d8 
  18-20/x2 
  — 
  10 lb. 
  Bludgeoning and piercing 
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 
  2 When two types are given, the weapon is both types if the entry specifies ―and,‖ or either type (player’s choice at time of attack) if the 
  entry specifies ―or.‖ 
  3 The weapon deals nonlethal damage rather than lethal damage. 
  4 Reach weapon. 
  5 Double weapon. 
  
  43 
  stream of long, sticky cords, which resemble frog tongues. 
  This is similar to an attack with a net but has a maximum 
  range of 30 feet, with a range increment of 10 feet. An 
  entangled creature can escape with a DC 15 Escape Artist 
  check (a full-round action). The cords have 6 hit points 
  and can be burst with a DC 20 Strength check (also a full-
  round action). A grappler can be used every 1d6 rounds. 
  Hurling Titan: This weapon resembles a smaller 
  swatter. Its head has a liquid core, which increases its 
  momentum and allows it to do a great damage despite its 
  size. 
  Life Leech Pole: This is a 7-foot pole with a 2-inch ball 
  on one end. On a successful hit, the ball rapidly absorbs 
  nutrients and water from the victim, dealing an extra 1d8 
  points of damage to a living creature. The first strike of a 
  leech injects a mild sedative around the wound, reducing 
  the effect of further attacks; hits on the same target within 
  a 24-hour period inflict only 1d6 damage. 
  Life Leech Sword: This short sword begins to gibber 
  and pant in low tones as soon as it is drawn. Creatures 
  with 3 HD or less in a 20-foot radius must make a DC 12 
  Will save or becomes frightened for 1d4 rounds. The life 
  leeching ability of this sword is equal to the life leech pole. 
  Mandibles: This‖weapon‖ is‖ ten‖ feet‖ long‖ with‖ a‖‚Y‛‖
  joint at the end. The tips of the two prongs have hooks 
  pointing in toward the joint, and a spike at the joint 
  pointing toward the target. A Mandibles grants you a +4 
  bonus on grapple checks and can be used to deal slashing 
  damage on a successful grapple check. 
  Quickstrike: This weapon is a graft (see page 53 for 
  more information), a smaller version of the armblade. You 
  get a +2 bonus on Sleight of Hand checks made to conceal 
  a quickstrike on your body (see the Sleight of Hand skill, 
  page 81 of the Player’s Handbook). When activated, an 8-
  inch‖ long‖ spike‖ protrudes‖ from‖ the‖ graft‖ at‖ the‖ host’s‖
  wrist, roughly parallel with the arm. Your opponent 
  cannot use a disarm action to disarm you of a quickstrike. 
  Shockwand: This weapon looks like a club made of 
  chitin. It absorbs and stores static electricity. On a 
  successful hit, it deals an additional 1d6 points of 
  electricity damage. This ability can be used once every 
  three rounds. 
  Spinethrower: This weapon resembles a spiked mace, 
  with its head covered with 1d4x10 spines, from one to 
  three inches long. As a free action, you can stimulate it to 
  fire 1d6 spines as a ranged attack with a maximum range 
  of 40 feet and a range increment of 10 feet. On a successful 
  hit, each spine deals 1d3 points of damage (1d2 for a 
  Small spinethrower). The spines grow back in 1d4 days. 
  Warstaff: This weapon is a 5-foot long staff made of 
  hardened tissue. On each end, it has two spherical heads 
  on which are fixed five 6-inch blades. Four of the razor-
  sharp knives project outward in the four compass points. 
  The fifth barb extends directly out from the head. You can 
  fight with it as if fighting with two weapons, but if you 
  do, you incur all the normal attack penalties associated 
  with fighting with two weapons, just as if you were using 
  a one-handed weapon and a light weapon (see Two 
  Weapon Fighting, Player’s Handbook page 160). 
  Armor 
  The rhul-thaun life-shape most of their armor through 
  elementary, ritual processes. They also produce some 
  unique armor. 
  Armor Descriptions 
  Described below are the items found on Table 6—2: 
  Armor. 
   Sheath Armor: This armor is applied to the entire 
  body of the wearer as though it were a thick black paste. It 
  conforms‖ to‖ the‖ wearer’s‖ body‖ perfectly,‖ hardening‖ in‖
  most areas, but remaining flexible and tough in areas that 
  bend and move. It takes 1d4 minutes to cover the body or 
  a Small or smaller creature with the paste. 
  Sheath Armor, Hidden: This armor resembles normal 
  sheath armor, but it is transparent and not as thick. It 
  remains in a flexible state at +2 armor bonus until struck, 
  at which point it hardens to +3 armor bonus. After 10 
  rounds pass without the armor being struck, it reverts to 
  its flexible, transparent state. 
  Slicksuit: The surface of a slicksuit is very smooth and 
  it secretes an oily, slick liquid that coats it entirely. This 
  ability is treated as though the recipient has coated 
  himself with a salve of slipperiness, except it can be used for 
  up to 4 hours a day before the suit requires a full 24-hour 
  period to replenish its supply of oil. 
  Climber’s‖ Shield: This shield is a graft (see page 53 
  for more information). This device looks like a round, 
  hard, chitinous shield mounted on a 3-foot long tentacle. 
  This shield works like a buckler (Player’s Handbook, page 
  124), but you receive no penalty for wielding weapons. 
  Spineshield: This heavy shield has many 1 to 3 inch 
  spines covering its surface. You can use a spineshield the 
  same way as a spinethrower (see Weapons, page 46). You 
  deal increased damage with a shield bash as if the shield 
  were designed for a creature one size category larger than 
  you. Otherwise, attacking with a spiked shield is like 
  making a shield bash attack (see bash attacks, Player’s 
  Handbook, page 125). 
  Table 6—2: Armor 
   
  Cost 
  Armor/Shield 
  Maximum 
  Armor 
  Arcane Spell 
  —— Speed ——  
  Armor 
   
  Bonus 
  Dex Bonus 
  Check Penalty Failure Chance 
  (30 ft.) 
  (20 ft.) Weight1 
  Light Armor 
   
   
   
   
   
   
   
   
   Sheath armor 
  80 Cp 
  +4 
  +4 
  -2 
  20% 
  30 ft. 
  20 ft. 
  12 lb. 
   Sheath armor, hidden 
  100 Cp 
  +2/+3 
  +5/+4 
  -1/-2 
  10%/15% 
  30 ft. 
  20 ft. 
  10 lb. 
   Slicksuit 
  350 Cp 
  +2 
  +6 
  -1 
  10% 
  30 ft. 
  20 ft. 
  15 lb. 
  Shields 
   
   
   
   
   
   
   
   
   Climber’s shield 
  20 Cp 
  +2 
  +5 
  -1 
  0% 
  — 
  — 
  8 lb. 
   Spineshield 
  10 Cp 
  +2 
  +4 
  -2 
  10% 
  — 
  — 
  5 lb. 
  1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for 
  Large characters weighs twice as much. 
  
  44 
  Gear 
  Life-shaped items require some special components to 
  be created and maintained. 
   
  Table 6—3: Gear 
  Adventuring Gear 
  Item 
  Cost 
  Weight 
  Bonder 
  5 Cp 
  1 lb. 
  Dry anchor1 
  15 Cp 
  5 lb. 
  Grasping hook 
  25 Cp 
  3 lb. 
  Ironthread (50 ft.)  
  50 Cp 
  2 lb. 
  Lock 
   
   
   Soft key 
  75 Cp 
  1 lb. 
   Hard key 
  100 Cp 
  1 lb. 
  Lockpick 
  65 Cp 
  ½ lb. 
  Sleekoil 
  50 Cp 
  1 lb. 
  Water condenser 
  5 Cp 
  5 lb. 
   
  Special Substances and Items 
  Item 
  Cost 
  Craft (Life-shaped) 
  DC 
  Weight 
   Acid (flask) 
  10 Cp 
  15 
  1 lb. 
   Cam-rahn 
  10 Cp 
  12 
  ½ lb. 
   Firetear 
  30 Cp 
  — 
  1 lb. 
   Lor-rahn 
  10 Cp 
  12 
  4 lb. 
   Nen 
  20 Cp 
  15 
  ¼ lb. 
   Rahn-rath 
  10 Cp 
  15 
  2 lb. 
  Spore Pods 
   
   
   
   Irritating 
  10 Cp 
  15 
  ½ lb. 
   Sleep 
  20 Cp 
  20 
  ½ lb. 
   Poison 
  30 Cp 
  25 
  ½ lb. 
   
  Tools and Skill Kits 
  Item 
  Cost 
  Weight 
  Botanist’s kit 
  50 Cp 
  1 lb. 
  Shaper’s lab 
  500 Cp 
  40 lb. 
  1 These items weigh one-quarter this amount when made for Small 
  characters. Containers for Small characters also carry one-quarter 
  the normal amount. 
  Adventuring Gear 
  Bonder: This syrupy gel comes in a flask. When 
  poured over, it hardens quickly, bonding whatever 
  materials are joined. A bonder gel repairs small breaks or 
  tears in objects. The item cannot repair magic items. Two 
  items joined by bonder can be torn apart by succeeding a 
  DC 25 Strength check. 
  Because of its organic nature, the gel can be used to 
  help repair damaged life-shaped tissues and tools. One 
  dose of bonder gives the healer a +2 circumstance bonus 
  on a Heal check made for a day, for one life-shaped 
  creature, whom is provided with long-term care. 
  Dry Anchor: This sticky blob of organic putty secretes 
  a strong adhesive that is unaffected by moisture. By 
  sticking dry anchors to rocks, it can be used as handholds 
  or anchors for hooks and ropes despite the moisture. A 
  dry anchor negates the DC increase for Climb checks 
  made in slippery surfaces. A dry anchor is exhausted after 
  ten uses. 
  Grasping Hook: Similar to a conventional grappling 
  hook (Player’s Handbook, page 126); this tool resembles a 
  claw with four talons spaced equidistantly around a 
  central palm. When the palm is stimulated, the claws 
  reflexively clench. 
  Ironthread: Ironthreads are actually made of an 
  unknown, smooth, dull, flexible material. Although 
  ironthread is only half an inch in diameter, it is stronger 
  than giant hair rope and can support 1,000 pounds. It has 
  hardness 6, 5 hit points and can be burst with a DC 25 
  Strength check. 
  The drawback of ironthread is that it is so thin it 
  cannot be used to hold anything both soft and heavy, for 
  it will begin to cut right through it. Any object with 
  hardness 3 or less automatically receives 1 point of 
  damage per round of exposure. The same applies for any 
  creature with natural armor bonus of +3 or less. 
  Lock, Hard Key: This set resembles a normal lock and 
  key. It is made of hard organic tissue, though, and the key 
  does not trip the mechanism. Instead, the symbiotic key 
  stimulates a reflex within the lock to clench or unclench 
  its clawed clasp. It comes with the symbiotic key, also 
  made from hard, organic tissue. The DC to open a hard 
  key lock with the Open Lock skill is 30. 
  Lock, Soft Key: This special lock has a clawed clasp, 
  but there is no key hole, or at least not a conventional one. 
  The main body of this lock appears to be a simple pod 
  with the ability to chemically decompose organic 
  molecules and identify patterns unique to each living 
  creature. The only way to cause the lock to open or close 
  is to place a living tissue against the pod, allowing the 
  chemicals‖within‖the‖pod’s‖outer‖layers‖to‖read‖the‖tissue’s‖
  organic signature. A soft-key lock can be tailored so that a 
  specific individual touch opens it. This lock cannot be 
  open with the Open Lock skill. 
  Lockpick: This tool is made of malleable tissue that 
  can be inserted into any lock. It adapts and attempts to 
  match the shape of the key required to open the lock, 
  granting a +10 circumstance bonus on Open Lock checks. 
  Sleekoil: This material has a silvery sheen, and has a 
  severely rounded surface. It has the unusual property of 
  being completely frictionless. It will not stick to any 
  surface or substance, except sovereign glue (DMG 266). 
  When poured onto any surface, it will slide downhill until 
  it meets a wall or edge. It is so slippery that even on the 
  most balanced flat surfaces it can find a downhill. Treat an 
  area covered with sleekoil as though a grease spell were 
  cast on it, except it lasts indefinitely and allows nor Reflex 
  save. One dose of sleekoil covers a 5 ft. square. 
  Water Condenser: A water condenser is a one-foot 
  wide bowl. It pulls water from the air and releases it into 
  its concave interior. It has a thin, transparent skin cover to 
  prevent the water from evaporating. The skin can be 
  punctured without harming it. It seals itself within three 
  rounds. 
  The bowl can store up to 5 gallons. In infertile terrain, 
  the bowl condenses approximately one oz. of water every 
  round. In barren terrain, it can only extract one ounce 
  Behind the Veil: Prices and Values in the Jagged Cliffs 
  There is no actual exchange rate between ghav-egoths and the ceramic pieces of the Tyr Region. Despite this, a ghav-egoth will purchase 
  an amount equivalent to that of the ceramic piece. The point is, however, that this ―currency‖ cannot purchase anything in a marketplace in 
  the Tablelands, and a ceramic piece is not recognized as having the same value as a ghav-egoth to rhul-thaun merchants. 
  
  45 
  every 10 rounds. In fertile or abundant, it extracts two 
  ounces per round. It cannot extract moisture while in 
  desolate terrain. 
  Special Substances and Items 
  Many of the substances here can be made by a 
  character with the Craft (life-shaped) skill, as indicated on 
  Table 6—3: Gear. 
  Acid: Acid can be made using the Craft (life-shaped) 
  skill instead of the Craft (alchemy) skill (see page 128 of 
  the Player’s Handbook). 
  Cam-rahn: The organic nourishment fed to life-shaped 
  creatures. One dose of cam-rahn will feed one HD of life-
  shaped creatures per day. 
  Firetear: Firetears are produced by weepers (see page 
  118). You can throw a flask of firetear as a splash weapon. 
  Treat this attack as a ranged touch attack with a range 
  increment of 10 feet. 
  A direct hit deals 3d6 points of fire damage. Every 
  creature within 5 feet of the point where the flask hits 
  takes 1d6 point of fire damage from the splash. On the 
  round following a direct hit, the target takes an additional 
  1d6 points of damage. If desired, the target can use a full-
  round action to attempt to extinguish the flames before 
  taking this additional damage. Extinguishing the flames 
  requires a DC 15 Reflex save. 
  Lor-rahn: The solution in which all life-shaped 
  creations formed from actual living tissue should be 
  soaked and stored. 
  Nen: An organic dirty-white, stone-like material, nen 
  is grown from a single sponge creature and shaped as it 
  grows into its desired form. Once formed, the nen dies 
  and the structure that remains never changes. Nen has 
  hardness 6 and 10 hp per inch of thickness. 
  Rahn-rath: A living building material grown in shaper 
  laboratories and brought to construction sites in pieces. 
  The pieces are then fit together and meld into a single 
  organism. Rahn-rath has hardness 7 and 12 hp per inch of 
  thickness. 
  With enough nutrients nearby, such as water and 
  sunlight, rahn-rath can heal itself 2 hp per inch of 
  thickness per day. Rahn-rath can enter the same 
  dormancy as other life-shaped items in case of lack of 
  nutrients, in which case it does not heal itself. 
  Spore Pod: Spore pods are organic spheres that look 
  like tiny eggs containing dangerous spores. You can 
  throw a spore pod as a splash weapon. Treat this attack as 
  a ranged touch attack with a range increment of 10 feet. 
  The following types of spore pods are available: 
  Irritation Spores: Anyone struck directly by the 
  irritation spores must make a Fortitude save (DC 15) or be 
  sickened for one minute. Those splashed with irritation 
  spores have their vision blurred for one minute if they fail 
  a DC 15 Fortitude save, granting their opponents 
  concealment. 
  Sleep Spores: Anyone struck directly by the sleep 
  spores must make a Fortitude save (DC 15) or be 
  unconscious for 1d4 rounds. Those splashed with sleep 
  spores become dazed for 1 round if they fail a DC 15 
  Fortitude save. 
  Poison Spores: Anyone struck directly by the poison 
  spores must make a Fortitude save (DC 18) or be poisoned 
  (initial 1d6 Con, secondary 1d6 Con). Those splashed with 
  poison spores suffer 2d6 damage if they fail a DC 18 
  Fortitude save. 
  Tools and Skill Kits 
  The items described here are particularly useful if you 
  have certain skills or are of a certain prestige class. 
  Botanist’s‖Kit: This kit is the perfect tool for tending 
  plants and provides a +2 circumstance bonus on Heal 
  checks‖related‖to‖plants.‖A‖botanist’s‖kit‖is‖exhausted‖after‖
  ten uses. 
  Shaper’s‖ Lab: A‖ shaper’s‖ lab‖ always‖ has‖ the‖ perfect‖
  tool for making life-shapes, so it provides a +2 
  circumstance bonus on Craft (life-shaped) checks. It has 
  no bearing on the costs related to the Craft (life-shaped) 
  skill. Without this lab, a character with the Craft (life-
  shaped) skill is assumed to have enough tools to use the 
  skill but not enough to get the +2 bonus that the lab 
  provides. 
  Mounts 
  Getting around the Cliffs is always an advantage. 
  Many cliff-dwellers use mounts for this reason. 
   
  Table 6—4: Mounts 
  Item 
  Cost 
  Gon-evauth 
  310 Cp 
  Dhev-sahr 
  762 Cp 
  Ber-ethern 
  255 Cp 
  Yihn-eflan 
  685 Cp 
   
  Gon-evauth: These creatures (described on page 99) 
  are often used as beasts of burden by the rhul-thaun. A 
  gon-evauth requires a custom exotic saddle (worth 10 Cp) 
  in the form of a gondola, cannot wear barding, and 
  requires cam-rahn feeding. 
  Dhev-sahr: The dhev-sahr (described on page 96)97) is 
  the only land-based mount used by the rhul-thaun. A 
  dhev-sahr is a suitable mount for a Small humanoid. A 
  dhev-sahr is hard to control in combat (see Mounted 
  Combat, page 157 of the Player’s Handbook). 
  A dhev-sahr benefits from stabling, can wear barding, 
  and requires cam-rahn feeding (see Mounts and Related 
  Gear, page 131 of the Player’s Handbook). 
  Ber-ethern: These creatures (described on page 90)91) 
  are the most common mount in the Cliffs. 
  A ber-ethern is a suitable mount for a Small 
  humanoid. A ber-ethern mount requires an exotic saddle, 
  benefits from stabling, can wear barding, and requires 
  cam-rahn feeding (see Mounts and Related Gear, page 131 
  of the Player’s Handbook). 
  Yihn-eflan: The yihn-eflans (described on page 
  119)120) are the war mounts of the rhul-thaun. 
  A yihn-eflan is a suitable mount for a Small 
  humanoid. A yihn-eflan mount requires an exotic saddle, 
  benefits from stabling, can wear barding, and requires 
  cam-rahn feeding (see Mounts and Related Gear, page 131 
  of the Player’s Handbook). 
  
  46 
  C
  Chhaapptteerr  66::  LLiiffee--S
  Shhaappeedd  IItteemmss  
   
  I am Loi Far-oneth, a keeper of the secrets of life. It is my duty to preserve the memory of the elder ways. The mastery of life and its 
  shaping are mine to maintain. Long ago, my people learned how to harness the energies and the stuff of life itself, creating that which 
  we needed to make our will a reality. We call this ability life-shaping. Much is now forgotten, but we cling to what we can, performing 
  the rituals and creating the tools. We hold fast to the knowledge of our ancestors as tightly as we hold to the sides of the Jagged Cliffs 
  where we make our homes. 
  —From the Journal of Loi Far-oneth 
   
  Life-shaped items are divided into three categories: 
  creatures, tissues, and tools. 
  Creatures: A life-shaped creature is alive. However, 
  life-shaped creatures were designed to fulfill a single 
  purpose. It was bred into them to do this one thing to the 
  exclusion of all else, even before self-preservation. 
  Tissues: A tissue is alive, but it has a symbiotic 
  relationship with its recipient, it cannot survive by itself. 
  Tissues bestow new abilities or improve the recipient in 
  some fashion. Some tissues are external, while others are 
  hidden‖beneath‖the‖skin.‖Tissues‖put‖a‖drain‖on‖the‖body’s‖
  resources, and recipients frequently suffer debilitating 
  physical or mental side effects. 
  Tools: Tools are not alive. They are created just like 
  regular items are. Tools cannot be healed, only repaired. 
  Handling Life-Shaped Items 
  Placement as Treasure 
  Life-shaped‖items‖enhance‖a‖character’s‖abilities‖much‖
  like‖ a‖ magical‖ or‖ psionic‖ item‖ does,‖ but‖ they’re‖ not‖ as‖
  available.‖ Because‖ they‖ affect‖ a‖ character’s‖ abilities‖ the‖
  same way equipment does, they have an equivalent 
  ceramic piece value. 
  When adding a life-shaped item to a NPC, the DM 
  should count the life-shaped item as part of the total value 
  of the NPC equipment. 
  Appearance 
  As with the Dungeon Master’s Guide, you have three 
  approaches to choose from when describing life-shaped 
  items. 
  Life-shaped Items Appear Mundane: Life-shaped 
  items‖don’t‖look‖like‖anything‖special.‖Only‖a‖successful‖
  Knowledge (life-shaped) check or a divination spell 
  allows a PC to‖ discover‖ an‖ item’s‖ abilities,‖ a‖ psi-cloak 
  would not look much different from a regular leather 
  cloak. The benefit of this approach is characters will 
  always‖examine‖anything‖that‖looks‖organic‖to‖see‖if‖it’s‖a‖
  life-shaped item or not, taking a great deal of time from 
  action. This would also make life-shaped items seem 
  ordinary stuff. 
  Life-shaped Items Appear Distinctive: Life-shaped 
  items pulse with life, have exquisite colors and textures, 
  and make strange sounds when activated. (This is the 
  default method. Life-shaped items described in this 
  chapter‖ were‖ handled‖ this‖ way.)‖ The‖ item’s‖ appearance‖
  could be a clue to its abilities. 
  Life-shaped Items Vary in Appearance: Life-shaped 
  items vary greatly in appearance, from mundane to alien-
  looking. Each life-shaped item would be unique, just as all 
  other living creatures are. Items would still be similar 
  enough to be recognized as one of their kind, but minor 
  changes in color, size, and texture would be noticeable. 
  Using Items 
  Life-shaped items are neither magic nor psionic, and 
  they do not radiate any auras when completed, but some 
  do take up body slots in a similar way magic and psionic 
  items do (see Body and Graft Slots, page 54). Life-shaped 
  items cannot be suppressed with dispel magic or dispel 
  psionics, nor are they affected by an antimagic field or a null 
  psionics field or similar effect. 
  All life-shaped creations can enter into dormancy. 
  Toward the end of the Blue Age, the rhulisti began to 
  breed this trait into their items. When not in use for many 
  months, or when subject to a prolonged hostile climate 
  (lack of water, excessive heat, etc.), the life-shaped item 
  shuts down. It takes several days for one to become 
  dormant. Once in that state, the life-shaped item can 
  survive for centuries, or even ages, if left undisturbed. 
  They will return from dormancy after absorbing enough 
  water, just like most Athasians seeds have adapted to do. 
  This is not the only way that the life-shapes have survived 
  over the thousands of years since the Blue Age. Those life-
  shaped creatures that did not go dormant bred. Life-
  shaped creatures, but not tissues or tools, can reproduce. 
  Although the rhulisti created them to breed true, 
  thousands of years can undo even the best efforts. 
  Mutations crept into the bloodlines. Even with these slow 
  changes, descendants of the life-shaped are still alive 
  today (see Mutated Items, page 71). 
  Size and Life-Shaped Items 
  When an ability-enhancing graft or single-use tissue is 
  discovered,‖ most‖ of‖ the‖ time‖ size‖ shouldn’t‖ be‖ an‖ issue.‖
  However, since the vast majority of life-shaped items are 
  made for the rhul-thaun by the rhul-thaun and they do 
  
  47 
  not resize themselves as some magic items do, some of 
  them‖simply‖won’t‖fit. 
  Armor and Weapon Sizes: Life-shaped armor and 
  weapons that are found at random have a 90% chance of 
  being Small (01—90), a 5% chance of being Medium (91—
  95), and a 5% chance of being any other size (96—100). 
  Construction 
  Life-shaped items are very complex. Consequently, a 
  character must have the Shape Creature feat to create a 
  life-shaped creature, the Shape Tissue to create a life-
  shaped tissue, and the Shape Tool feat to shape a life-
  shaped tool (see page 22). 
  Nourishment and Rest 
  All life-shaped creatures require nourishment, water, 
  oxygen, and other substances for maintenance. Life-
  shapers bottle a nutrient solution called cam-rahn that 
  supplies the life-shapes with food and water. Life-shaped 
  creatures require one dose of cam-rahn per HD per day. 
  Tissues must be immersed in an organic, oxygenated 
  solution called lor-rahn for at least 30 minutes every 24 
  hours. If they are not, they suffer the standard penalties 
  for starvation. 
  Nearly all the creatures possess the ability to inhale 
  and exhale and provide themselves with oxygen (most 
  breathe it in from the air. However, a few have gills that 
  extract oxygen from water). Life-shaped creatures can 
  exist for 1d4+1 days without nutritional supplements; life-
  shaped tissue creations survive but 1d2+1 days. 
  All life-shaped creatures need rest just as other living 
  creatures do. 
  Tools 
  This is the most common form of the life-shaped. 
  Tools are independent of the recipient, but still directly 
  useful to him. A tool can be set aside, lost, forgotten, sold, 
  etc. Some tools form bonds with their owners, but 
  otherwise are no different from a hammer or spear. Since 
  it is not alive, a tool does not have a lifespan. With typical 
  wear and tear, most tools last for decades. 
  Clingbag 
  A clingbag is extremely handy. Just below the edge of 
  the mouth is a dark patch that secrets a powerful adhesive 
  that will stick to just about anything. On the opposite side 
  of the bag is a light patch of sensitive tissue. When 
  squeezed, the glue side releases and the bag can be pulled 
  off with a quick jerk. Clingbags are found in a variety of 
  natural colors including sandy yellows, tans, browns, and 
  grays. 
   
  Bag 
  Bag Weight 
  Contents Weight Limit 
  Price 
  Small 
  1 lb. 
  25 lb. 
  60 Cp 
  Medium 
  2 lb. 
  50 lb. 
  125 Cp 
  Large 
  5 lb. 
  100 lb. 
  185 Cp 
  Clingrope 
  Made from a similar material to clingbags, a clingrope 
  has a three-foot long glue patch on one end and a six-inch 
  release patch on the other. The total range of your 
  clingrope depends on its length, which can be up to 90 
  feet. Throwing a clingrope is a ranged touch attack. If you 
  successfully hit your opponent, make a grapple check. If 
  you succeed at the grapple check, then your opponent is 
  grappled, and you can continue the grapple contest by 
  continuing to pull on the clingrope. You can make trip 
  attacks with a clingrope against a grappling opponent. If 
  you are tripped during your own trip attempt, you can 
  drop the clingrope to avoid being tripped. Clingropes 
  have 3 hit points and can be burst with a DC 23 Strength 
  check. 
  Glowpod 
  A glowpod is a one-foot diameter sphere, with a 
  flattened bottom. Although it is bulky, the glowpod only 
  weighs two pounds. When not glowing, the glowpod is a 
  leathery yellow. If the glowpod is left in a darkened area 
  for more than one round, it begins to glow. A glowpod 
  dimly illuminates a 30-foot radius with a bluish glow for 
  up to 10 hours before exhausting itself. 
  Lightning Generator 
  A lighting generator is a 4 feet tall and 2 feet wide 
  barrel-shaped pod. It generates and builds up static 
  electricity within specialized organs. The energy can be 
  released through a 3-foot long wand connected by a 
  flexible cord (a move action). This ability works like the 
  lightning bolt spell with caster level 6th, except that one 
  bolt can be fired every 15 minutes, but it only generates 
  static electricity if left idle (no vigorous motion or 
  damage). This tool is usually placed in gon-evauths. 
  Malleable Tool 
  Similar to a lockpick (see page 49), this tool is 
  malleable, and can be shaped like putty. After hardening, 
  which happens after coating it with a special oil 
  (included) in a couple of minutes, it is resistant to firm 
  pressure 
  and 
  hard 
  blows, making it a 
  useful 
  tool 
  when 
  shaped into the form 
  of a blade, a pick, a 
  crowbar, 
  a 
  small 
  shovel, or any other 
  necessary 
  item 
  weighing 10 pounds 
  or less. You must 
  make an appropriate 
  Craft check to shape 
  articles requiring a 
  high 
  degree 
  of 
  craftsmanship. After 
  hardening 
  it 
  has 
  hardness 5 and 5 hit 
  points. 
  Table 7—1: Tools 
  Item 
  Cost 
   Clingbags 
   
  Small 
  60 Cp 
  Medium 
  125 Cp 
  Large 
  185 Cp 
   Clingrope (10 ft.) 
  5 Cp 
   Glowpod 
  5 Cp 
   Lightning generator 
  450 Cp 
   Malleable tool 
  3 Cp 
   Mysk, false 
  300 Cp 
   Recorder 
  — 
   Suction disk 
  75 Cp 
   Venom whips 
   
  Type I 
  900 Cp 
  Type II 
  1,000 Cp 
  Type III 
  1,000 Cp 
  Type IV 
  1,200 Cp 
  Type V 
  1,200 Cp 
  Type VI 
  1,200 Cp 
  Type VII 
  1,250 Cp 
  Type VIII 
  1,500 Cp 
  
  48 
  Mysk, False 
  This item is indistinguishable from a regular mysk. 
  Putting‖it‖on‖changes‖the‖recipient’s‖face‖to look just like 
  the last face it covered, including coloration, tattoos, face 
  paints, and even make-up. It takes three rounds for the 
  mysk to memorize a face. Wearing a false mysk with 
  someone‖ else’s‖ face‖ gives‖ the‖ recipient‖ a‖ +10‖ bonus‖ on‖
  Disguise checks. 
  Recorder 
  This device resembles a 5-inch sided cube. In a 
  manner unknown to even the most enlightened modern 
  life-shaper, the recorder is able to capture sounds and 
  replay them any number of times, simply by pressing one 
  side. One recording of up to 10 minutes in length can be 
  stored in each side. There is only one known in existence 
  today, and it is never used to store new sounds. It holds 
  the Dal-erat,‖ ‚the‖ word‖ of‖ the‖ people‛,‖ a‖ message‖ from‖
  ancient times regarding the values of life spoken by an 
  unknown life-shaper. 
  Suction Disk 
  This‖ small‖ item‖ is‖ a‖ disk‖ about‖ the‖ size‖ of‖ a‖ man’s‖
  palm, slightly larger than a rhul-thaun’s.‖ Both‖ sides‖ are‖
  slightly concave. When one of its sides are pressed against 
  any non-porous surface (a move action), it generates a 
  powerful suction that effectively sticks them together. If 
  the edge is stroked gently (also a move action), it releases 
  its hold and the objects are once again separate. A suction 
  disk can support up to 800 pounds before losing hold. A 
  suction disk provides a +5 circumstance bonus on Climb 
  checks. 
  Venom Whip 
  The venom whip looks like a long, thin snake. It is 
  eight to twelve feet long, and black with a red diamond 
  pattern. On the tip of the tail, there is a six-inch long bone. 
  Venom whips come in many varieties, all based upon 
  the type of venom they can inject. A venom whip can 
  produce one dose of poison per day. 
   
  Type DC Initial Damage 
  Secondary Damage 
  Price 
  I 
  11 
  1d2 Dex 
  1d2 Dex 
  900 Cp 
  II 
  12 
  1d4 Con 
  1d3 Wis 
  1,000 Cp 
  III 
  13 
  1 Con 
  1d2 Con 
  1,000 Cp 
  IV 
  13 
  1 Con 
  1d8 Con 
  1,200 Cp 
  V 
  11 
  1d6 Con 
  1d6 Con 
  1,200 Cp 
  VI 
  14 
  1 Con 
  Unconsciousness 
  1,200 Cp 
  VII 
  14 
  1d4 Int 
  2d6 Int 
  1,250 Cp 
  VIII 
  14 
  1d4 Str 
  1d4 Str 
  1,500 Cp 
   
  Otherwise, a venom whip has the same statistics as a 
  normal whip. 
  Tissues 
  Tissues can exist for centuries in a form of hibernation. 
  While tissues cannot reproduce, it is possible to take a 
  ‚cutting‛‖ from‖ one‖ and‖ have‖ it‖ grow‖ into‖ a‖ new‖ tissue.‖
  The original techniques for tissue growth are known only 
  to the long dead rhulisti. A tissue cannot heal itself (but it 
  can be repaired using the Shape Tissue feat, page 22). 
  A life-shaped tissue is the most difficult of all the life-
  shaped to care for. Grafts draw sustenance directly from 
  their hosts. The tissue created by the Jagged Cliffs rhul-
  thaun also needs to be soaked in an oxygenating solution. 
  A life-shaped tissue has a life span of 3d8 months. 
  Life-shaped tissues bestow new abilities upon their 
  recipients or improve existing abilities.Unless otherwise 
  noted, tissues do not add measurably to your weight. 
  Grafting and Removal 
  To the typical Athasian, a graft is most odd. It actually 
  becomes‖a‖part‖of‖the‖owner’s‖body.‖Most‖rhulisti‖grafts‖
  can be removed and reattached at will. However, most 
  rhul-thaun grafts found today are far more aggressive. 
  These grafts bond in a painful manner. Once attached, 
  they can be only removed as a full-round action with a 
  successful DC 15 Heal check, and they cannot be removed 
  without causing severe pain and even permanent damage 
  to the recipient. Fortunately, grafts that die of age or 
  disease fall off harmlessly, just as their predecessors did. 
  Removing a life-shaped graft without proper care causes 
  lasting‖physical‖trauma‖to‖the‖patient’s‖body,‖dealing‖1d4 
  points of Constitution damage. 
  A graft cannot be overlapped with another graft on 
  the same body part of the recipient. It will just refuse to 
  attach to the recipient. 
  Grafts were created by the rhulisti, for the rhulisti. 
  Since the rhulisti are the ancient ancestors of the rhul-
  thaun, all grafts will accept a rhul-thaun. Unfortunately, 
  this is not true of the other races. Table 7—1: Graft Success 
  below gives the percentage chance of a character of any 
  given race being able to use a particular graft. 
   
  Table 7—2: Graft Success 
  d% Roll 
  Race 
  30 
  Aarakocra 
  90 
  Dwarf 
  80 
  Elf 
  75 
  Half-elf 
  20 
  Half-giant 
  95 
  Halfling 
  70 
  Human 
  80 
  Mul 
  10 
  Pterran 
  80 
  Pyreen 
  100 
  Rhul-thaun 
  0 
  Other 
  Number of Grafts 
  Only living creatures can have life-shaped grafts. In 
  addition, a living creature can have a maximum number 
  of life-shaped‖ grafts‖ equal‖ to‖ 1‖ +‖ the‖ creature’s‖
  Constitution modifier (minimum 0). 
  A creature may have more life-shaped grafts grafted 
  on its body than it can bear. However, the creature gains 1 
  negative level per life-shaped graft that exceeds its 
  maximum allowed. Negative levels gained this way are 
  not due to negative energy and cannot be prevented in 
  
  49 
  any way (see page 293 of the Dungeon Master’s Guide for 
  more information about negative levels). 
  Negative levels caused by having too many life-
  shaped grafts remain until the offending grafts are 
  removed. 
  Drawbacks 
  Life-shaped grafts can provide countless benefits to 
  their recipients. For example, life-shaped eyes can bestow 
  darkvision or‖ improve‖ the‖ accuracy‖ of‖ the‖ recipient’s‖
  ranged‖attacks.‖A‖head‖graft‖can‖improve‖the‖recipient’s‖
  response time in a crisis, protect against mind-influencing 
  attacks, or increase the flow of adrenaline throughout the 
  body. The possibilities of life-shaped grafts are endless. 
  Although the benefits make life-shaping very alluring, the 
  drawbacks can be discouraging. 
  Since the graft‖becomes‖a‖part‖of‖the‖recipient’s‖body,‖
  the recipient looks more and more alien as he adds grafts 
  to his body. The recipient suffers a -1 circumstance 
  penalty to Bluff, Diplomacy, Gather Information, and 
  Handle Animal checks for every external graft (except for 
  very few ones; see individual item descriptions for 
  details). 
  Defiling Vulnerability 
  A creature with one or more life-shaped grafts caught 
  within the defiling radius suffers double the penalty 
  because of the half-plant nature of life-shaped items. 
  Negative Levels 
  Whenever a creature exceeds its maximum number of 
  life-shaped grafts, it gains negative levels until the excess 
  grafts are removed (see Number of Grafts, above). 
   
  Susceptibility to Attack 
  External life-shaped grafts are subject to attacks as if 
  they were objects worn by their recipients. 
  Massive Damage Effects 
  Massive damage wreaks havoc with life-shaped grafts. 
  Whenever a creature with life-shaped grafts fails a 
  Fortitude save against massive damage, the DM should 
  roll d% and consult Table 7—2: Massive Damage Effects 
  to determine what happens. 
   
  Table 7—3: Massive Damage Effects 
  d% Roll 
  Effect of Failed Fortitude Save 
  01—40 
  Normal effect 
  41—80 
  Graft disabled 
  81—100 
  Normal effect and graft disabled 
   
  Normal Effect: The character immediately dies. 
  Graft Disabled: One life-shaped graft (determined 
  randomly or chosen by the DM) ceases to function until 
  fully healed (see the expanded Heal skill, page 17). 
  Consider that the graft has lost all of its hit points for this 
  purpose. 
  Body and Graft Slots 
  There are a limited number of places a humanoid can 
  have grafts implanted. To simplify matters, each creature 
  is considered to have a number of locations. Each location 
  has one or more graft slots, representing the amount of 
  space that can be taken up with grafts. It is not possible to 
  have more grafts than the allowed limit; the graft simply 
  will not attach itself. 
  Most grafts take up one graft slot, though a few take 
  two or more, and a very few do not take any (see 
  individual graft descriptions for more information). Table 
  7—4: Standard Graft Locations gives the number of grafts 
  locations available within the body. 
  The slots given on Table 7—4: Standard Graft 
  Locations are for Medium and Small creatures. Tiny 
  creatures have half as many slots (rounded down), while 
  larger creatures gain room for one graft slot at each 
  location for every size category larger than Medium. 
   
  Table 7—4: Standard Graft Locations 
  Location 
  Slot 
  Foot (each) 
  1 
  Hand (each) 
  1 
  Head 
  1 
  Torso 
  2 
  Arm (each) 
  2 
  Leg (each) 
  2 
   
  Tissue Descriptions 
  Each tissue description includes the following 
  information: 
  Price: The price you should expect to pay to buy the 
  item. The market price for an item that can be constructed 
  with an item creation feat is usually equal to the base 
  price plus the price for any components. 
  Type: Grafts can be external or internal. External 
  tissues are subject to sunder attacks; internal tissues are 
  not. 
  Location: Which body slot the item occupies and 
  which item slot (see page 214 of the Dungeon Master’s 
  Guide for more information) the graft occupies. If an item 
  slot is listed for a graft, a magical or psionic item using the 
  same slot cannot be used simultaneously. Multiple grafts 
  using‖ the‖ same‖ slots‖ are‖ acceptable‖ if‖ they‖ don’t‖ exceed‖
  the number listed on Table 7—4 (or more if the character 
  has the Graft-Taker feat). 
  Adaptation: What happens with you right after the 
  grafting of the item. 
  Activation: The process taken to use the item. 
  Hardness/Hit Points: The hardness and hit points of 
  the graft. Internal grafts do not have hardness. 
  Weight: How much the item weighs. 
  Behind the Veil: Alternate Graft Success 
  Instead of basing the success rate on race, a DM may wish to have different success percentages based on the creature type (keep in mind 
  that constructs, elementals, oozes, outsiders, and undead lack a true metabolism and should not be able to bear standard life-shaped grafts) 
  or subtype(s). 
  Additional success rate can be based on the Con modifier of the host, such as an additional 5% chance per +1 modifier, as well. 
  
  50 
  Armblade 
  Price: 75 Cp 
  Type: External 
  Location: One arm (arms) 
  Adaptation: You receive 1d6 points of damage as it 
  attaches to your arm's flesh and bones. 
  Activation: — 
  Hardness/Hit Points: 6/5 
  Weight: 5 lb. 
   
  This two-foot long bony blade has a collection of insectoid, 
  pointy legs where its hilt should be. 
   
  When the insectoid legs are pressed against the back 
  of your forearm, they dig into the flesh and wrap 
  themselves tightly around the bones. 
  The armblade is considered both a standard weapon 
  and a natural weapon for the purpose of effects that 
  distinguish between either weapon type. While the 
  armblade is grafted to your arm, it cannot be disarmed. 
  Cost to Shape: 25 Cp. 
  Armspike 
  Price: 50Cp. 
  Type: External. 
  Location: One arm (arms). 
  Adaptation: You receive 1d6 points of damage as it 
  attaches to your arm's flesh and bones. 
  Activation: — 
  Hardness/Hit Points: 4/5. 
  Weight: 5 lb. 
   
  This wrist guard resembles a spiked kreen carapace. Several 
  short, sharp spikes protrude from it. 
   
  When pressed against your forearm, several tendrils 
  dig into your flesh, joining the item to your body. 
  The armspike is considered both a standard weapon 
  and a natural weapon for the purpose of effects that 
  distinguish between either weapon type. While the 
  armspike is grafted to your arm, it cannot be disarmed. 
  Cost to Shape: 66 Cp and 6 bits. 
  Bloodclot 
  Price: 10 Cp. 
  Type: ― 
  Location: ― 
  Adaptation: ― 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: ― 
  Weight: 1/4 lb. 
   
  This three-inch leathery oval object has a mottled red and 
  blue, smooth surface, and is warm to the touch. 
   
  When applied to a wound, a bloodclot begins to throb 
  in‖time‖with‖the‖user’s‖heart,‖absorbing‖the‖ blood.‖After‖
  1d10‖rounds,‖the‖clot‖merges‖with‖the‖host’s‖flesh‖and‖the‖
  wound is sealed, healing 1 hit point, and making you 
  stable (if applicable). 
  Cost to Shape: 3 Cp and 3 bits. 
  Breathermask 
  Price: 300 Cp. 
  Type: External. 
  Location: Head (face). 
  Adaptation: ― 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: 1/2 
  Weight: 1 lb. 
   
  This organic mask is a blue and green striped oval of a limp, 
  pliable rubbery substance, covering the lower face, completely 
  hiding the mouth and nose. 
   
  You can breathe water freely. Additionally, the 
  breathermask also filters most impurities and toxins, 
  giving a +4 bonus to all relevant saves. 
  This item needs to be immersed in water once a day 
  for at least five minutes. If it is kept dry for over three 
  days, it dies. 
  Cost to Shape: 100 Cp. 
  Chameleon Cloak 
  Price: 9,000 Cp. 
  Type: External. 
  Location: Torso (shoulders). 
  Adaptation: This graft can be removed without side-
  effects as a standard action. Every time it is grafted again, 
  you receive 1d4 damage as it attaches to your spinal cord. 
  Activation: — 
  Hardness/Hit Points: 3/10 
  Weight: 1 lb. 
   
  This thick cloak seems to changes its color and texture to 
  match its immediate surroundings. 
   
  Not a true cloak, a chameleon cloak can be used to 
  match your surroundings. You receive a +20 enhancement 
  bonus on Hide checks if immobile, or a +10 enhancement 
  bonus if moving. 
  Cost to Shape: 3,000 Cp. 
  Clawgrafts 
  Price: 75 Cp (set of five). 
  Type: External. 
  Location: One hand (hands). 
  Adaptation: You receive 1d3 damage as it bonds to 
  the flesh. 
  Activation: — 
  Behind the Veil: Life-Shaped Items versus Magic Items 
  Life-shaped items sometimes duplicate the effects and abilities of some magic or psionic items, but their cost is considerably less. This is 
  because life-shaped items have a hefty adaptation period in order to start ―working‖, are considerably easier to destroy than magic items, 
  require constant maintenance, and impose several penalties upon use. 
  The DM has the final choice on the price of any item, and may change them as he sees fit. 
  
  51 
  Hardness/Hit Points: 2/5. 
  Weight: — 
   
  These tiny spikes one-and-half inches long seem to be the 
  nails of a savage beast. 
   
  When pressed onto the tips of your fingers, clawgrafts 
  merge with the flesh of the fingertips, becoming claws. 
  You gain a natural attack with your claw, dealing 1d4 
  points of damage (1d6 if you are Large, or 1d3 if you are 
  Small) plus your Strength bonus. 
  Cost to Shape: 25 Cp. 
  Climbing Boots 
  Price: 100 Cp (set of two). 
  Type: External. 
  Location: Two feet (boots). 
  Adaptation: You speed is reduced by one-half for a 
  day. 
  Activation: — 
  Hardness/Hit Points: 4/6. 
  Weight: 1 lb. 
   
  Pair of light brown, wrinkled boots like tough leather. The 
  fringe of the sole is serrated, with subtle cracks separating the 
  toes. 
   
  When climbing boots are slipped onto your feet, they 
  secrete a powerful adhesive, grafting itself to the flesh of 
  the foot. Climbing boots cannot be removed once 
  attached; they must be cut off. Once the bond is formed, 
  you feel as if you are barefoot. When climbing, the sole of 
  the foot seeks out footholds and grips them tightly. 
  You gain a +5 bonus to Climb checks. Additionally, 
  you don’t‖ receive‖ damage‖ from‖ stepping‖ on‖ natural‖
  undergrowth (such as natural thorns, briars, overgrown 
  areas, and similar terrain) or caltrops. 
  Cost to Shape: 33 Cp and 3 bits. 
  Climber’s Shield 
  Price: 20 Cp. 
  Type: External. 
  Location: One arm. 
  Adaptation: ― 
  Activation: — 
  Hardness/Hit Points: 4/8. 
  Weight: 8 lb. 
   
  This round, hard, chitinous shield is mounted on a 3-foot 
  long pale green tentacle. 
   
  With a sophisticated vibration sensing organ, a 
  climber’s‖shield‖can‖detect‖incoming‖attacks‖and‖move‖to‖
  intercept them. This gives the host the benefit of a buckler 
  but without the necessity of using hands or arms. 
  Cliffclimbers use these shields to protect them when they 
  are climbing. 
  Cost to Shape: 6 Cp and 6 bits. 
  Climbing Gloves 
  Price: 100 Cp (set of two). 
  Type: External. 
  Location: Two hands (hands). 
  Adaptation: Your Dexterity score is reduced by 2 for a 
  day. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: — 
   
  These light brown gloves are of a wrinkled, tough leather. 
   
  When climbing gloves are slipped onto your hand, 
  they secrete a powerful adhesive, grafting itself to the 
  flesh of the hand. Climbing gloves cannot be removed 
  once attached; they must be cut off. When climbing, the 
  gloves change texture and shape for better adhesion to the 
  climbing surface. You gain a +5 bonus to Climb checks. 
  Cost to Shape: 33 Cp and 3 bits. 
  Coolcloak 
  Price: 200 Cp. 
  Type: External. 
  Location: Torso (shoulders). 
  Adaptation: This graft can be removed without side-
  effects as a standard action. Every time it is grafted again, 
  you receive 1d4 damage as it attaches to your spinal cord. 
  Activation: — 
  Hardness/Hit Points: 4/10. 
  Weight: 1 lb. 
   
  This unusual cloak is of a pale green with a blue fringe. Its 
  surface is hard and rough and feels like rubbery flesh. 
   
  The‖coolcloak’s‖interior‖is‖completely‖black‖and‖stays‖
  cool in even the most severe desert temperatures, drawing 
  heat away from you. You receive a +4 bonus to Fortitude 
  saves made to avoid nonlethal damage from hot 
  environments. 
  Cost to Shape: 66 Cp and 6 bits. 
  Cosmetic Graft 
  Price: 2 Cp. 
  Type: External. 
  Location: An. 
  Adaptation: ― 
  Activation: — 
  Hardness/Hit Points: 1/2. 
  Weight: 1/5 lb. 
   
  A high-relief, organic tattoo. 
   
  Most cosmetic grafts are designed as symbols 
  displaying‖ the‖ wearer’s‖ membership in an organization, 
  such as a green, outstretched hand for the life-shapers, or 
  a light blue bird for the windriders. Unlike other grafts, 
  cosmetic grafts do not give you any penalties. 
  Cost to Shape: 66 bits. 
  
  52 
  Crystal Lens 
  Price: 500 Cp (set of two). 
  Type: Internal 
  Location: Head (face). 
  Adaptation: Blindness for a day. 
  Activation: — 
  Hardness/Hit Points: —/2 (per eye). 
  Weight: 1/5 lb. 
   
  This item looks like some sort of gelatinous lens. 
   
  Crystal lenses are applied directly to your eyeballs 
  and all your eyes must receive a lens to gain any benefit. 
  Wearing a crystal lens greatly increases your sight 
  range. It reduces the range penalty for Spot checks to -1 
  for every 30 feet of distance (instead of -1 for every 10 
  feet). 
  Cost to Shape: 166 Cp and 6 bits. 
  Detoxifier 
  Price: 35 Cp. 
  Type: ― 
  Location: ― 
  Adaptation: ― 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: ― 
  Weight: 1/4 lb. 
   
  This nondescript vial has a dense liquid inside it. 
   
  A detoxifier is a fluid (usually water) filled with tiny, 
  virtually microscopic creatures. Once ingested, they enter 
  your bloodstream and vital organs, isolating all toxic 
  substances. 
  They detoxify any sort of venom in your body. You 
  suffer no additional effects from the poison, and any 
  temporary effects are ended, but it does not reverse 
  instantaneous 
  effects, 
  such 
  as hit 
  point 
  damage, 
  temporary‖ability‖damage,‖or‖effects‖ that‖don’t‖go‖away‖
  on their own. Once they have performed their function, 
  they are flushed from the system and die. You can ingest 
  a detoxifier before actually being poisoned, but they 
  remain active for up to 1 hour afterwards. 
  Cost to Shape: 11 Cp and 6 bits. 
  Directional Sensor 
  Price: 75 Cp. 
  Type: External. 
  Location: Head (head). 
  Adaptation: ― 
  Activation: — 
  Hardness/Hit Points: 1/5. 
  Weight: 1/4 lb. 
   
  A tiny, light brown cone-shaped disk. It feels warm to the 
  touch. 
   
  When a directional sensor is pressed against your 
  neck, it gently melds itself to the spinal cord. You can tell 
  where you are regarding the cardinal points, granting you 
  a +2 bonus on Survival checks made to keep from getting 
  lost. 
  Cost to Shape: 25 Cp. 
  Earial 
  Price: 300 Cp (the set). 
  Type: Internal. 
  Location: Head (head). 
  Adaptation: Muffled hearing for a day (-2 penalty for 
  Listen checks). 
  Activation: — 
  Hardness/Hit Points: —/2 (per ear). 
  Weight: 1/4 lb. 
   
  These wide, soft, fleshy cones are only six inches in diameter 
  and are oddly contorted and convoluted. 
   
  The tip of the earial is spiked with a ring of sharp 
  thorns. When placed against your ear, it begins to work its 
  way in and it is quite disconcerting. The earial completely 
  covers 
  the 
  ear, 
  greatly 
  enhancing 
  your 
  hearing 
  afterwards. You receive a +5 bonus on Listen checks. 
  Cost to Shape: 100 Cp. 
  Eyestalks 
  Price: 150 Cp (the set). 
  Type: External. 
  Location: Head (—). 
  Adaptation: Unconsciousness for a day. 
  Activation: Free (mental). 
  Hardness/Hit Points: 1/2. 
  Weight: 1/4 lb. 
   
  This strange graft looks like an eyeball mounted on one-foot 
  long stalk. 
   
  The eyestalk is actually a flesh covered, flexible spine. 
  The base of the stalk has three tiny, clawed tendrils. When 
  placed against your eye, the tendrils sink themselves into 
  your brain, destroying the original eye, while secreting a 
  powerful anesthetic, putting you into a deep, dreamless 
  sleep. 
  When retracted, the eyestalk is indistinguishable from 
  a normal eye, except that it has a yellow iris. The stalk lies 
  coiled behind the eyeball. You can make the eyestalk 
  extend out up to one foot in any direction. It can peer 
  around corners, look around behind you, or even extend 
  into small openings. 
  Cost to Shape: 50 Cp. 
  Flexar 
  Price: 2,000 Cp. 
  Type: External. 
  Location: One per limb (arms and/or feet). 
  Adaptation: Your Dexterity score is reduced by 2 for 
  1d3 days. 
  Activation: — 
  Hardness/Hit Points: 1/5. 
  Weight: 1/2 lb. 
   
  
  53 
  A dark yellow, bony half-shell of assorted sizes. Its interior 
  surface covered with miniature spikes. 
   
  The smallest flexar is as big as a fingernail and the 
  largest‖as‖big‖as‖a‖man’s‖palm.‖They‖are‖usually‖found‖in‖
  pairs (left and right side), or a set of ten miniatures, one 
  for each knuckle. 
  Flexar grafts are placed on one of the major joints of 
  the body. The spikes grip the skin and send tendrils into 
  the joint. The grafting process is painless. A flexar greatly 
  improved the agility and reflexes of the host. You receive 
  a +1 enhancement bonus to Dexterity, adding the usual 
  benefits provided by a high ability bonus. 
  You may have multiple flexar grafts (only one of each 
  type, however), but each is considered a separate graft. 
  Cost to Shape: 666 Cp and 6 bits. 
  Glider 
  Price: 500 Cp. 
  Type: External. 
  Location: Torso (torso). 
  Adaptation: You receive a —1 penalty on attack rolls, 
  AC, and Reflex saves and can move only at half your 
  normal speed (round down to the next 5-foot increment) 
  for a day. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 5 lb. 
   
  This object is a large thin membrane with a fleshy color with 
  red tracings, highly reminiscent of blood vessels. 
   
  On a Small or smaller creature it stretches from your 
  wrists, across his back, and anchoring at his neck and 
  hips. When attached, your back and wrists feel like they 
  are on fire and greatly swell for a day. 
  You can glide through air. You must launch yourself 
  from at least 30 feet high to be able to glide. Small or 
  smaller recipients glide 100 feet for every ten feet of 
  launch height (beyond the first 20). Medium recipients 
  glide 50 feet for every ten of launch height. Large or 
  greater recipients cannot glide, but their fall is treated as 
  20 feet shorter than it actually is. 
  Cost to Shape: 166 Cp and 6 bits. 
  Glowgraft 
  Price: 20 Cp. 
  Type: External. 
  Location: Any. 
  Adaptation: — 
  Activation: Move (manipulation). 
  Hardness/Hit Points: 1/5. 
  Weight: 1/2 lb. 
   
  This hemispheric object is similar to a glow pod, except it 
  has a sucker on its lower end. 
   
  A 
  glowgraft 
  creates 
  a 
  blue 
  light 
  through 
  bioluminescence. It produces light equivalent to that of a 
  torch for up to 8 hours a day. This duration need not be 
  consecutive. 
  Cost to Shape: 6 Cp and 6 bits. 
  Healing Patch 
  Price: 40 Cp. 
  Type: — 
  Location: — 
  Adaptation: — 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: — 
  Weight: 1/4 lb. 
   
  This five-inch leathery oval object has a mottled red and 
  blue, smooth surface, and is warm to the touch. 
   
  A more potent version of the bloodclot, a healing 
  patch releases healing chemicals and medicines into your 
  system, healing it. 
  When applied to the skin, the patch heals 1d8 points 
  of damage. After this use, it withers and dies. 
  Cost to Shape: 13 Cp and 3 bits. 
  Healer Pod 
  Price: 600 Cp. 
  Type: — 
  Location: — 
  Adaptation: — 
  Activation: See text. 
  Hardness/Hit Points: 4/40. 
  Weight: 80 lb. 
   
  This strange object resembles an overgrown pea pod, with a 
  seam on its front face. 
   
  A healer pod is most often found as a seed about the 
  size‖of‖a‖man’s‖palm.‖It‖must‖be‖planted‖in‖fertile‖soil‖and‖
  tended for a full year. During that time, the plant grows to 
  its full size. When fully grown, it stands seven feet tall. 
  Any Medium or smaller character can crawl inside the 
  pod, which slowly closes itself over him. Once inside the 
  pod, hundreds of tiny tendrils and roots invade the 
  person’s‖body.‖Within‖seconds,‖the‖patient‖is‖unconscious.‖
  Attempting to remove a patient while inside causes him 
  to make a Fortitude save (DC 15) or suffer 3d10 points of 
  damage. 
  For every hour inside the pod, you heal 1d4 hit points 
  of damage. Curing a disease takes 1d10 hours. 
  Regenerating lost limbs takes a full day for each limb, but 
  only two hours for fingers, toes, ears and the like. A 
  healer pod cannot cure supernatural diseases or curses. A 
  healer pod also heals life-shaped grafts attached to you. 
  The healer pod was designed for the rhulisti, so every 
  non-rhulisti character that uses it has a 1% chance per use 
  of something going wrong. Roll on table below to 
  determine the effect of the change. 
   
  d% 
  Result 
  01-75 
  Cosmetic 
  76-100 
  Severe 
   
  
  54 
  d8 
  Cosmetic 
  Severe 
  1 
  Total loss of body hair 
  Sterility 
  2 
  Skin or hair color changes 
  Addiction to healer pod1 
  3 
  Joints become very large 
  Clubbed foot or hand (-2 Dex) 
  4 
  Voice becomes raspy 
  Loses 1d6 hp permanently 
  5 
  Webbing 
  between 
  fingers/toes 
  All life-shaped grafts on the 
  character die 
  6 
  Forked tongue and slitted 
  eyes 
  Deafened 
  7 
  Grows brightly colored 
  feathers 
  Healer pod dies, character 
  suffers 3d10 points of damage 
  8 
  Character grows a 3 in. 
  long non-prehensile tail 
  Killed 
  1 Addiction to the pod causes the character to spend at least 8 hours 
  per day within the pod; otherwise the character suffers 1d4 points of 
  damage for every day away. 
   
  Cost to Shape: 200 Cp. 
  Ingenie 
  Price: 2,000 Cp. 
  Type: External. 
  Location: Head (Head). 
  Adaptation: Unconsciousness for a day, while it sends 
  filaments into the appropriate part of the brain. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 1 lb. 
   
  A blunt cone about four inches high. Its base has a small, 
  sharp spike. The bulk of the cone is pliable and soft, with a thick, 
  leathery skin. 
   
  An ingenie comes in three versions: memory, logic 
  and creativity. The memory ingenie is furry, and marked 
  with a complex pattern of black and orange diamonds. 
  The logic ingenie is shiny and smooth, colored pale blue 
  with a chaotic pattern of fine black lines. The creativity 
  ingenie is a dull brown, and textured like human skin. 
  You receive a +1 enhancement bonus to Intelligence, 
  adding the usual benefits provided by a high ability 
  bonus. 
  You may have multiple ingenie grafts (only one of 
  each type, however), but each is considered a separate 
  graft. 
  Cost to Shape: 666 Cp and 6 bits. 
  Joiner 
  Price: 150 Cp. 
  Type: External. 
  Location: Any. 
  Adaptation: — 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: 1/2. 
  Weight: 1/4 lb. 
   
  A thin mass of tissue, resembling a very fresh slice of cured 
  meat. 
   
  A joiner is placed between a severed limb and the 
  stump to which it was formerly connected, mending 
  tissue, reconnecting blood vessels and muscle tissue, and 
  reestablishing nerve connections. 
  You can reattach severed body parts. Reattaching a 
  body part takes 2d6 days as long as you have at least 8 
  hours of complete rest each day. Until completely 
  reattached, the severed part is useless. At this point, the 
  graft becomes part of you, and no longer drains nutrients. 
  Cost to Shape: 50 Cp. 
  Lightvisor 
  Price: 180 Cp. 
  Type: External. 
  Location: Head (Face). 
  Adaptation: — 
  Activation: — 
  Hardness/Hit Points: 1/2. 
  Weight: 1/4 lb. 
   
  This object looks like a leathery hat brim. 
   
  A lightvisor fits over your eyes like a blindfold or a 
  mask, although it can be pushed up onto the forehead 
  when not in use as a free action. A lightvisor improves the 
  host’s‖ability‖to‖see‖in‖the‖darkness. 
  You gain low-light vision. 
  Cost to Shape: 60 Cp. 
  Mimicskin 
  Price: 180 Cp. 
  Type: External. 
  Location: Torso (Body). 
  Adaptation: Loss of sense of touch for a day. 
  Activation: Standard (mental). 
  Hardness/Hit Points: 4/10. 
  Weight: 1/4 lb. 
   
  This light-brown sphere is the size of a human fist. It seems 
  to pulse with life. 
   
  When pressed against your skin, a mimicskin spreads 
  and covers a Medium or smaller creature. You can see, 
  hear, and breathe normally. 
  You can change your appearance as a standard action. 
  This ability works like the disguise self spell, except it can 
  only alter your body, not your gear or equipment. 
  Cost to Shape: 60 Cp. 
  Mysk 
  Price: 2,000 Cp. 
  Type: Internal. 
  Location: — 
  Adaptation: — 
  Activation: — 
  Hardness/Hit Points: -/2. 
  Weight: — 
   
  This object is a mottled red, hollow leathery cone about a 
  foot in diameter. 
   
  A mysk comes in three versions: beauty, dulcet and 
  aromatic. The beauty mysk is a limp, flexible disk that 
  feels like rubber. It is about a foot in diameter and 
  
  55 
  completely transparent. It is applied to the face, where is 
  bonds to your skin. The mysk subtly alters your face to be 
  more attractive, smoothing blemishes and evening out 
  features. 
  The dulcet mysk is a hollow cone, mottled in various 
  shades of red. It is placed in your mouth, where it 
  wriggles down and lodges in his vocal cords. Your voice 
  becomes rich and melodious. 
  The aromatic mysk is a sickly, green fleshy disk about 
  two inches in diameter, porous on one side and rough on 
  the other. If the rough side is placed anywhere on your 
  skin it bonds there within ten minutes. The mysk alters 
  your sweat glands to emit specialized pheromones that 
  subtly attract other creatures. 
  You receive a +1 enhancement bonus to Charisma, 
  adding the usual benefits provided by a high ability 
  bonus.‖ This‖ graft‖ doesn’t‖ give‖ the‖ usual‖ -1 circumstance 
  penalty to Bluff, Diplomacy, Gather Information, and 
  Handle Animal checks. 
  You may have only one mysk graft at a time. 
  Cost to Shape: 666 Cp and 6 bits. 
  Olfactor 
  Price: 500 Cp. 
  Type: External. 
  Location: Head (face). 
  Adaptation: Loss of sense of smell for a day. 
  Activation: — 
  Hardness/Hit Points: 1/5. 
  Weight: 1 lb. 
   
  This strange object looks like a detached oversized humanoid 
  nose. It is as long as a human’s finger and as thick as two, with 
  twin cavities on one end and a soft membrane on the other. 
   
  When‖the‖olfactor’s‖membrane‖is‖placed‖against‖your‖
  nose,‖it‖molds‖itself‖to‖it.‖An‖olfactor’s‖greatly‖improved‖
  the‖ host’s‖ sense‖ of‖ smell.‖ When‖ you‖ sniff,‖ the‖ olfactor‖
  actually moves around, like a very short trunk. 
  You gain the Scent ability (see page 314 of the Monster 
  Manual for more information). 
  Cost to Shape: 166 Cp and 6 bits. 
  Platon 
  Price: 120 Cp. 
  Type: External. 
  Location: One limb, torso, or head (body and/or head); 
  see text. 
  Adaptation: Your natural armor bonus is reduced by 3 
  (minimum 0) for a day. 
  Activation: — 
  Hardness/Hit Points: 4/varies. A platon has one-
  quarter of your maximum hit points. 
  Weight: 2 lb. 
   
  This piece of leather armor is warm to the touch. Oddly, it 
  has no straps whatsoever. 
   
  A platon grafts onto a part of your body and acts like 
  plate armor. Because platons become a part of your body, 
  you do not suffer the penalties for such armor. Platons are 
  brown and textured like tree bark. 
  There are three types of platons: body, limb, and head. 
  A body platon is the right size for the chest or back. A 
  limb‖platon‖is‖about‖the‖size‖of‖a‖man’s‖forearm.‖A‖head‖
  platon looks like a bowl. All three forms are concave, the 
  head more than the others. 
  The head platon grows to cover the face as well, 
  except the lower jaw, leaving openings for the eyes and 
  nose. Limb platons can be fit onto the front or back of the 
  lower leg, upper leg, lower arm, or upper arm. Body 
  platons can be fit onto the chest or back. 
  You gain a +1 natural armor bonus to AC for every 
  platon worn. 
  Cost to Shape: 40 Cp. 
  Poison Nodule 
  Price: 300 Cp. 
  Type: External. 
  Location: One limb. 
  Adaptation: — 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: 1/5. 
  Weight: 1 lb. 
   
  This tiny dull black pod has fine green traceries on its 
  surface. It is six inches long and as thick around as a man’s 
  thumb. 
   
  A poison nodule secretes a powerful adhesive, which 
  allows it to be attached to any limb. When squeezed (a 
  free action), the nodule emits a virulent poison (Injury DC 
  13, initial damage 1 Con, secondary damage 1d2 Con). 
  The poison is a gel suitable for coating weapons. Coating 
  a weapon requires a move action and provokes an attack 
  of opportunity. The nodule can be made to expel its 
  poison three times a day. 
  Cost to Shape: 100 Cp. 
  Psi-cloak 
  Price: 3,600 Cp. 
  Type: External. 
  Location: Torso (shoulders). 
  Adaptation: This graft can be removed without side-
  effects as a standard action. Every time it is grafted again, 
  you receive 1d4 damage as it attaches to your spinal cord. 
  Activation:— 
  Hardness/Hit Points: 4/10. 
  Weight: 2 lb. 
   
  This cloak is pale green with a blue fringe. Its surface is 
  hard and rough. 
   
  Although the original rhulisti had no psionic abilities, 
  over the ages some of their creations have evolved them. 
  This particular tissue is highly resistant to psionic powers, 
  and transfers that resistance to its recipient. 
  You receive a +2 armor bonus to your AC and a +2 
  enhancement bonus on saving throws against mind-
  affecting effects. 
  
  56 
  Cost to Shape: 1,200 Cp. 
  Quickstrike 
  Price: 50 Cp. 
  Type: External. 
  Location: One arm (arms). 
  Adaptation: You receive 1d6 points of damage as it 
  attaches‖to‖your‖arm’s‖flesh‖and‖bones. 
  Activation: Free action (mental). 
  Hardness/Hit Points: 6/5. 
  Weight: 5 lb. 
   
  This bony blade is eight inches long. Where the hilt should 
  be, is a collection of insectoid, pointy legs. 
   
  This weapon is a shorter version of the armblade. 
  When the legs are pressed against the back of your 
  forearm, they dig into the flesh and wrap themselves 
  tightly around the bones. When activated, an eight-inch 
  blade shoots out from the back of the graft. 
  The quickstrike is considered both a standard weapon 
  and a natural weapon for the purpose of effects that 
  distinguish between either weapon type. While the 
  quickstrike is grafted to your arm, it cannot be disarmed. 
  You get a +2 bonus on Sleight of Hand checks made to 
  conceal a quickstrike (see the Sleight of Hand skill). 
  Cost to Shape: 16 Cp and 6 bits. 
  Red Lens 
  Price: 1,500 Cp (the set). 
  Type: Internal. 
  Location: Head (face). 
  Adaptation: Blurred vision for a day (-2 penalty for 
  Search and Spot checks, -1 to attack rolls). 
  Activation:— 
  Hardness/Hit Points: —/2 (per eye). 
  Weight: 1/4 lb. 
   
  These tiny patches of tissue are a transparent ruby red. 
   
  Red lens are applied directly to your eyeballs and all 
  your eyes must receive one lens to gain any benefit. A red 
  lens allows the host to see infrared images. 
  You gain darkvision out to a range of 60 feet. 
  Cost to Shape: 500 Cp. 
  Reflexer 
  Price: 2,000 Cp. 
  Type: External. 
  Location: Head. 
  Adaptation: You become dazzled for 1d4 hours. 
  Activation: — 
  Hardness/Hit Points: 1/5. 
  Weight: 1/4 lb. 
   
  This small rubbery purple disk has one of its ends filled with 
  tiny barbs. 
   
  When pressed against your nape, a reflexer melds 
  itself to the spinal cord. It stimulates faster responses 
  times from your peripheral nervous system. You gain a +2 
  bonus on initiative checks. 
  Cost to Shape: 666 Cp and 6 bits. 
  Soolmon 
  Price: 2,000 Cp. 
  Type: External. 
  Location: Head (head). 
  Adaptation: — 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 1/4 lb. 
   
  This object is a half sphere about an inch in diameter, the 
  rounded side is tan and smooth, with a thin crack bisecting it. 
  The flat side is concave and seems to secrete a powerful 
  adhesive. 
   
  When placed on your forehead, a soolmon adheres to 
  your skull. Its rounded surface opens and reveals a naked 
  eyeball. A soolmon comes in three versions: insight, 
  compassion and patience. 
  The insight soolmon has a purple iris, the patience 
  soolmon is red, and the compassion soolmon is yellow. 
  You cannot see with the soolmon, but it moves and 
  focuses with its own eyes. The soolmon stimulates that 
  portion of the brain that deals with a particular type of 
  problem solving. 
  You receive a +1 enhancement bonus to Wisdom, 
  adding the usual benefits provided by a high ability 
  bonus. 
  You may have multiple soolmon grafts (only one of 
  each type, however), but each is considered a separate 
  graft. 
  Cost to Shape: 666 Cp and 6 bits. 
  Stabilizer 
  Price: 3,500 Cp. 
  Type: Internal. 
  Location: — 
  Adaptation: You become sickened for 1d4 hours. 
  Activation: — 
  Hardness/Hit Points: —/3. 
  Weight: 1/4 lb. 
   
  This item is a two-inch long brown cylinder. 
   
  When pressed against your chest, a stabilizer slips into 
  the flesh and melds with the heart. The stabilizer releases 
  chemical coagulants into your bloodstream to prevent 
  excess blood loss, effectively stabilizing you. Stabilizers 
  can only be detected by small discolorations around the 
  chest where the heart is. 
  If reduced to negative hit points, you have a 50% 
  chance to become stable on your own, instead of the 10% 
  normal. 
  Cost to Shape: 666 Cp and 6 bits. 
  Stealthboots 
  Price: 200 Cp. 
  
  57 
  Type: External. 
  Location: Foot (feet). 
  Adaptation: You speed is reduced by one-half for a 
  day (round down to the next 5-foot increment). 
  Activation: — 
  Hardness/Hit Points: 6/5. 
  Weight: 3 lb. 
   
  This ordinary tough leather boots seem unremarkable except 
  for its strange opening. 
   
  When stealthboots are slipped onto your feet, they 
  secrete a powerful adhesive, grafting itself to the flesh of 
  the foot. Stealthboots cannot be removed once attached, 
  they must be cut off. 
  These boots are grown in a way that reduces the 
  amount of noise made by your footsteps. You receive a +5 
  bonus to Move Silently checks. 
  Cost to Shape: 66 Cp and 6 bits. 
  Tail, Agile 
  Price: 300 Cp. 
  Type: External. 
  Location: Torso. 
  Adaptation: You receive 1d6 points of damage as it 
  attaches to your flesh and bones. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 2 lb. 
   
  This odd rope-like object is five feet long, and as thick 
  around as a man’s forearm. It is covered with small, fine yellow 
  hairs. 
   
  Unlike the other tail grafts, an agile tail is not truly 
  controlled by its recipient. The base of the tail has a 
  puckered‖mouth.‖When‖applied‖to‖the‖base‖of‖the‖host’s‖
  spine, it sends tendrils through flesh and bone to connect 
  to the spinal cord and join the bones and muscles. It is 
  only moderately flexible and cannot be used to grasp 
  anything. 
  You receive a +5 bonus to Balance and Tumble checks. 
  This‖ graft‖ doesn’t‖ give‖ the‖ usual‖ -1 circumstance 
  penalty to Bluff, Diplomacy, Gather Information, and 
  Handle Animal checks. 
  Cost to Shape: 100 Cp. 
  Tail, Gladiator 
  Price: 700 Cp. 
  Type: External. 
  Location: Torso. 
  Adaptation: You receive 1d6 points of damage as it 
  attaches to your flesh and bones. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 3 lb. 
   
  This odd rope-like object is seven feet long, and as thick 
  around as a man’s forearm. It is covered with scales in shades of 
  blue and black. 
   
  The base of the gladiator tail has a puckered mouth. 
  When‖ applied‖ to‖ the‖ base‖ of‖ the‖ host’s‖ spine, it sends 
  tendrils through flesh and bone to connect to the spinal 
  cord and join the bones and muscles. It is only moderately 
  flexible and cannot be used to grasp anything. 
  You gain a tail slap attack as a secondary attack that 
  deals 1d6 bludgeoning damage. Attacks with the 
  gladiator tail are made at your full attack bonus, with a —
  5 penalty. A gladiator tail has a Strength rating of 18. 
  Cost to Shape: 233 Cp and 3 bits. 
  Tail, Grasping 
  Price: 500 Cp. 
  Type: External. 
  Location: Torso. 
  Adaptation: None. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 2 lb. 
   
  This odd rope-like object is five feet long, covered in fur, and 
  as thick around as a man’s forearm, with a jointed spinal 
  column running through the center. 
   
  The base of the grasping tail is puckered. When 
  applied to the base of your spine, it clamps on with a 
  powerful suction. 
  You gain a tail slap attack as a secondary attack that 
  deals 1d4 points of bludgeoning damage. Attacks with the 
  grasping tail are made at your full attack bonus, with a —
  5 penalty. The tail has a Strength rating of 12. The tail is 
  prehensile, so you can pick up objects with it. 
  Cost to Shape: 166 Cp and 6 bits. 
  Tendonil 
  Price: 2,000 Cp. 
  Type: External. 
  Location: One limb (arms). 
  Adaptation: Your Strength score is reduced by 2 for 
  1d3 days. 
  Activation:— 
  Hardness/Hit Points: 2/5. 
  Weight: 1 lb. 
   
  This item is a ropey strand six inches long. Its surface is a 
  mottled gray skin, smooth and slick like oiled leather. A soft 
  tissue underneath surrounds a stiff, but flexible core. At each 
  end, you see a spike. 
   
  Tendonils are usually found in three varieties, one for 
  the left side of the body, one for the right side, and one for 
  the hands. A tendonil is inserted into various muscle 
  groups of your body, near the joints. The process is 
  painless, thanks to anesthetics secreted by it. Each pair of 
  tendonils must be inserted into a different muscle group. 
  You receive a +1 enhancement bonus to Strength, 
  adding the usual benefits provided by a high ability 
  bonus. 
  
  58 
  You may have multiple tendonils (only one of each 
  type, however), but each is considered a separate graft. 
  Cost to Shape: 666 Cp and 6 bits. 
  Tongue of Neural Lashing 
  Price: 2,000 Cp. 
  Type: Internal. 
  Location: Head. 
  Adaptation: Unconsciousness for a day. Permanent 
  loss of sense of taste. 
  Activation: — 
  Hardness/Hit Points: —/2. 
  Weight: 1/2 lb. 
   
  This object looks like a four-foot long snake, although it is 
  only as thick around as a man’s finger. The tip of its tail is split 
  into three short tentacles, each no more than three inches long. 
   
  If the tail is placed in your mouth, the tentacles grasp 
  your tongue. The item begins to rebuild the bottom of 
  your mouth; the pain is excruciating and causes you to 
  faint. When the lasher has finally grafted in place a day 
  later, you seem to have a huge double chin. One of the 
  stubby tail tentacles now serves as your tongue for 
  speaking, although you sound as talking from the bottom 
  of an urn. 
  You gain a tongue attack as a secondary attack that 
  deals 1d3 piercing damage. Attacks with the lasher are 
  made at your full attack bonus, with a —5 penalty. The 
  tail has a Strength rating of 10. On a successful attack, it 
  injects a special nerve toxin into the victim (Injected, 
  Fortitude DC 13, initial damage 0, secondary damage 
  paralysis). The lasher has enough poison to inject three 
  victims per day. 
  Cost to Shape: 666 Cp and 6 bits. 
  Touchpads 
  Price: 100 Cp (set). 
  Type: External. 
  Location: Hand (hands). 
  Adaptation: Your Dexterity score is reduced by 2 for a 
  day. 
  Activation: — 
  Hardness/Hit Points: 2/5. 
  Weight: 1/4 lb. 
   
  You see six tiny, circular beige pads. 
   
  A touchpad increases your tactile sensitivity. One is 
  needed on each finger, thumb, and the palm to be 
  effective. You gain a +2 bonus to Disable Device and Open 
  Lock skills checks. 
  Cost to Shape: 33 Cp, 3 bits and X days. 
  Trackboots 
  Price: 350 Cp (set). 
  Type: External. 
  Location: Foot (feet). 
  Adaptation: You speed is reduced by one-half for a 
  day (round down to the next 5-foot increment). 
  Activation: Standard (manipulation) 
  Hardness/Hit Points: 4/5. 
  Weight: 3 lb. 
   
  These boots are pale gray and wrinkled, like tough leather. 
  The fringe of the sole is serrated and small pits and discolored 
  spots line the edges and bottom. 
   
  When trackboots are slipped onto your feet, they 
  secrete a powerful adhesive, grafting itself to the flesh of 
  the foot. Trackboots cannot be removed once attached, 
  they must be cut off. 
  Trackboots have the ability to track any creature as 
  though as it had the Scent ability and the Track feat (for 
  this purpose, its Wisdom score is 10). You must show the 
  boots some sample of the creature or his leavings, usually 
  by stepping in them. The boots tug and pull you in the 
  direction of the quarry. 
  Cost to Shape: 116 Cp and 6 bits. 
  Velocet 
  Price: 2,000 Cp. 
  Type: External. 
  Location: One limb (feet). 
  Adaptation: You can move only at a quarter of your 
  normal speed (round down to the next 5-foot increment) 
  for a day. 
  Activation: — 
  Hardness/Hit Points: 3/5. 
  Weight: 1 lb. 
   
  The surface of this object is a mottled gray skin, but dry and 
  scaly. A soft tissue underneath surrounds a stiff, but flexible 
  core. At each end, you see a spike. 
   
  A velocet is inserted into the muscles of your legs, 
  near the joints, and the process is quite painful. 
  A velocet increases your base speed by +5 feet. In 
  addition, any unarmed attack made with a velocet grafted 
  leg deals an additional 1 point of damage. You may have 
  up to one velocet on each leg. 
  A velocet does not count toward the total number of 
  life-shaped grafts you can have before taking negative 
  levels (see Number of Grafts). 
  Cost to Shape: 666 Cp and 6 bits. 
  Vigron 
  Price: 2,000 Cp. 
  Type: Internal. 
  Location: — 
  Adaptation: You become fatigued for a day. 
  Activation: — 
  Hardness/Hit Points: —/2. 
  Weight: 1 lb. 
   
  This small leathery, seed-like object is covered with 
  hundreds of long, fine hairs. 
   
  
  59 
  Each vigron improves the function of the attached 
  organ. A vigron comes in three versions: heart, lung and 
  kidney. 
  The heart vigron is a flat, and disk shaped. It must be 
  pressed against a major artery. The vigron slips into the 
  flesh and melds with the artery. The heart vigron helps 
  the‖body‖clean‖the‖user’s‖blood.‖Heart‖vigrons‖can‖only‖be‖
  detected by small discolorations left on the wrist or neck. 
  Additionally,‖the‖host’s‖blood‖is‖now a deep green rather 
  than red. 
  The lung vigron is spherical. It is inhaled through the 
  nose or mouth. The lung vigron works to filter impurities 
  from‖ the‖ user’s‖ lungs‖ and‖ filters‖ and‖ cleans‖ the‖ air‖ he‖
  breathes. Lung vigrons are detected by the noxious breath 
  of the user, which can be smelled up close. 
  The kidney vigron is a long lozenge. The kidney 
  vigron is swallowed, usually with water. You are stricken 
  with severe stomach pains for the next day while it grafts 
  onto your kidney. The kidney vigron assists the kidney in 
  removing waste products‖ from‖ the‖ user’s‖ body.‖ Kidney‖
  vigrons leave large, bluish lumps on your lower back. 
  You receive a +1 enhancement bonus to Constitution, 
  adding the usual benefits provided by a high ability 
  bonus. 
  You may have multiple vigrons (only one of each 
  type, however), but each is considered a separate graft. 
  Cost to Shape: 666 Cp and 6 bits. 
  Warmcloak 
  Price: 200 Cp. 
  Type: External. 
  Location: Torso (shoulders). 
  Adaptation: This graft can be removed without side-
  effects as a standard action. Every time it is grafted again, 
  you receive 1d4 damage as it attaches to your spinal cord. 
  Activation: — 
  Hardness/Hit Points: 4/10. 
  Weight: 5 lb. 
   
  This thick gray cloak is very thick and warm to the touch. 
   
  Similar to the coolcloak, a warmcloak maintains a high 
  body temperature that keeps the wearer quite comfortable 
  in cold weather. 
  You receive a +4 bonus to Fortitude saves made to 
  avoid nonlethal damage from cold environments. 
  Cost to Shape: 66 Cp and 6 bits. 
  Creatures 
  A life-shaped creature is almost no different from any 
  other life form. However, life-shaped creatures were 
  designed to fulfill a single purpose. It was bred into them 
  to do this one thing to the exclusion of all else, even before 
  self-preservation. 
  Most of the creatures life-shaped by the rhulisti have 
  the ability to reproduce, although it has never successfully 
  happened in captivity. Some types are sterile, but most of 
  those died out thousands of years ago for obvious 
  reasons. The remaining life-shaped creatures are not true 
  to their ancestry. Hundreds of generations have altered 
  their‖nature‖somewhat.‖For‖example,‖today’s‖life-shaped 
  creatures now have a self-preservation instinct. They will 
  not risk their own lives foolishly or worthlessly. 
  It is even possible for them to turn on their owner. 
  This does not mean that the creature will not perform 
  risky or even highly dangerous acts relative to their 
  original design. 
  The creatures described here are the common stock of 
  life-shaped creatures. Creatures life-shaped by the rhul-
  thaun are always as described and never turn on their 
  owners. As a result, they are valued higher. Life-shaped 
  creatures not made by the rhul-thaun of the Jagged Cliffs 
  have adapted to life in the wild. 
  A life-shaped creature has a life span of 3d4 years. 
   
  Life-Shaped Construct Subtype: Life-shaped is a new 
  subtype of construct, one shaped from raw living 
  materials and given a purpose by its creator. Life-shaped 
  constructs combine the aspects of constructs, animal and 
  plant creatures, as detailed below. 
  Features: A life-shaped construct has the following 
  features. 
  —d8 Hit Dice. 
  —Base attack bonus equal to 3/4 total Hit Dice (as 
  cleric). 
  —Good Fortitude saves. 
  —Skill points equal to (2 + Int modifier, minimum 1) 
  per Hit Die, with quadruple skill points for the first Hit 
  Die. 
  Traits: A life-shaped construct possesses the following 
  traits‖(unless‖otherwise‖noted‖in‖the‖creature’s‖entry). 
  —Alignment: Always neutral. 
  —Treasure: None. 
  —Unlike other constructs, a life-shaped construct has 
  a Constitution score. A living construct gains (or loses) 
  bonus hit points through a Constitution bonus (or 
  penalty) as with other living creatures. 
  Table 7—5: Life-shaped Creature Bodies 
  Life-shaped 
   
  Base 
  ——— Base Ability Scores ——— 
  Maximum Hit Dice/ 
  creature Size 
  Market Price 
  Hit Dice 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Price 
  Colossal 
  3,000 Cp 
  32d8 
  44 
  8 
  22 
  1 
  11 
  5 
  64d8/+100 Cp per HD 
  Gargantuan 
  1,000 Cp 
  16d8 
  36 
  8 
  20 
  1 
  11 
  5 
  32d8/+100 Cp per HD 
  Huge 
  500 Cp 
  8d8 
  28 
  8 
  18 
  1 
  11 
  5 
  16d8/+50 Cp per HD 
  Large 
  300 Cp 
  2d8 
  20 
  11 
  16 
  1 
  11 
  5 
  8d8/+25 Cp per HD 
  Medium 
  100 Cp 
  1d8 
  16 
  13 
  14 
  1 
  11 
  5 
  4d8/+10 Cp per HD 
  Small 
  50 Cp 
  1/2d8 
  12 
  15 
  12 
  1 
  11 
  5 
  2d8/+2 Cp per 1/2 HD 
  Tiny 
  25 Cp 
  1/4d8 
  6 
  16 
  8 
  1 
  11 
  5 
  — 
  Diminutive 
  10 Cp 
  1/8d8 
  2 
  16 
  8 
  1 
  11 
  5 
  — 
  Fine 
  5 Cp 
  1/16d8 
  1 
  16 
  8 
  1 
  11 
  5 
  — 
  
  60 
  —Unlike other constructs, a life-shaped construct does 
  not automatically have low-light vision or darkvision. 
  —Unlike other constructs, a life-shaped construct is 
  not immune to mind-affecting effects. 
  —Unlike other constructs, a life-shaped construct is 
  not immune to poison, sleep effects, paralysis, stunning, 
  disease, death effects, and necromancy effects. 
  —A life-shaped construct cannot heal damage on its 
  own. 
  —Unlike other constructs, a life-shaped construct is 
  subject to critical hits, effects requiring a Fortitude save, 
  death to massive damage, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, or energy 
  drain. 
  —Unlike other constructs, a life-shaped construct can 
  use the run action, provided it has a locomotion mode. 
  —Lifelike Appearance. Distinguishing a life-shaped 
  creature from an animal or magical beast requires a DC 20 
  Spot check. 
  —Vulnerability to defiling. A life-shaped construct in 
  a defiling radius suffers 1 damage per spell level due to its 
  plant nature. 
  —Can be affected by spells and powers that target 
  living creatures as well by those that target constructs. 
  —Can be raised, but not resurrected. 
  —Immediately destroyed when reduced to 0 hit 
  points or less. 
  —Proficient with its natural weapons only. 
  —Proficient with no armor. 
  —Life-shaped constructs eat, sleep, and breathe. 
  Body 
  A life-shaped‖creature’s‖body‖is‖the‖basic‖form‖the‖life-
  shaped creature takes. It includes both the life-shaped 
  creature’s‖ carcass‖ and‖ its‖ internal‖ organs.‖ The‖ body‖
  determines a life-shaped‖ creature’s‖ base‖ statistics‖ and‖
  market price, as shown on Table 7—3: Life-shaped 
  Creature Bodies. 
  Body Size: The size of the body, which determines the 
  life-shaped‖ creature’s‖ market‖ price,‖ base‖ Hit Dice, and 
  ability scores. 
  Market Price: The price of the body (or its 
  components). The price does not include the cost of 
  enhancements (modes of locomotion, manipulators, 
  natural 
  armor, 
  sensors, 
  ability 
  enhancements, 
  or 
  accessories) or increased Hit Dice. 
  Base Hit Dice: The life-shaped‖creature’s‖Hit Dice, not 
  counting any additional Hit Dice that may be added (see 
  below). 
  Base Ability Scores: The life-shaped‖creature’s ability 
  scores, before enhancements. 
  Maximum Hit Dice/Price Modifier: The maximum 
  Hit Dice the life-shaped creature can have, and the 
  amount by which the life-shaped‖ creature’s‖ body‖
  increases for each Hit Die added to its base Hit Dice. A 
  dash (—) indicates that the life-shaped creature cannot 
  have its Hit Dice increased. 
   
  To shape a body, you must succeed at a Craft (life-
  shaped) check (DC 15)‖after‖investing‖time‖in‖the‖body’s‖
  construction. It takes one week for every two Hit Dice the 
  body will have, including any extra HD (minimum 1 
  week). For instance, shaping a Tiny body takes only 1 
  week, but shaping a Colossal body may take up to thirty 
  two‖weeks‖(eight‖months)!‖A‖character‖without‖a‖healer’s‖
  or‖botanist’s‖tool‖kit‖takes‖a‖—2 penalty on the skill check. 
  You must also use up raw materials costing one-third of 
  the‖item’s‖price. 
  Locomotion 
  How a life-shaped creature moves is determined by its 
  means locomotion. Most life-shaped creatures have only 
  one means of locomotion, each of which comes with its 
  own advantages and disadvantages, as shown below. 
  To shape a mode of locomotion, you must succeed at a 
  Craft (life-shaped) check (DC 20) after investing 24 hours 
  in‖ its‖ construction.‖ A‖ character‖ without‖ a‖ healer’s‖ or‖
  botanist’s‖tool‖ kit‖takes‖a‖ —2 penalty on the skill check. 
  You must also use up raw materials costing one-third of 
  the‖item’s‖price. 
  Base Speed: Each mode of locomotion has a base 
  speed. This speed can be improved, but each 5-foot 
  increase in speed also increases the price by 10 Cp. The 
  base speed can never be increased more than double the 
  listed amount. 
  Price: The cost of the materials necessary to grant the 
  life-shaped creature this particular mode of locomotion. 
  This cost is always a fraction of the life-shaped‖creature’s‖
  body (see Body, above). 
  Floater 
  The life-shaped creature has a floating device, 
  allowing it to hover off the ground. It handles on average 
  and moves at half speed over poor climate conditions. 
  Base Speed: Fly 30 feet (average). 
  Price: One-tenth the life-shaped‖creature’s‖body. 
  Legs (Multiple) 
  The life-shaped creature has three or more legs that 
  allow it to walk, after a fashion. The life-shaped creature 
  moves at half speed when navigating obstructions, stairs, 
  or poor surface conditions. Only life-shaped creatures 
  equipped with legs can jump. 
  Base Speed: 30 feet. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Legs (Pair) 
  The life-shaped creature is bipedal, walking on two 
  legs as well as a human. Only life-shaped creatures 
  equipped with legs can jump. 
  Behind the Veil: Intelligent Life-Shaped Creatures 
  The rhulisti had the ability to create intelligent life-shaped creatures, but very rarely chose to do so. It is possible, however, that some 
  rhulisti nature-benders created some during the First of Wars. In this scenario, it would be possible for a life-shaped creature to take class 
  levels and even become player characters. 
  
  61 
  Base Speed: 20 feet. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Slither 
  The life-shaped is able to slither over the ground. 
  Base Speed: 20 feet. 
  Price: One-eight the life-shaped‖creature’s‖body. 
  Stationary 
  The life-shaped creature cannot move at all. It is most 
  likely secured in place. 
  Base Speed: 0 feet. (This speed cannot be improved.) 
  Price: Not applicable. (This cost is included in the life-
  shaped‖creature’s‖body.) 
  Water Propeller 
  The life-shaped creature has one or more propellers 
  for water travel. It cannot travel on land without another 
  mode of locomotion. 
  Base Speed: Swim 20 feet. 
  Price: One-eighth the life-shaped‖creature’s‖body. 
  Wings 
  The life-shaped creature has wings for air travel. It 
  cannot travel on land without another mode of 
  locomotion. If for some reason the life-shaped‖creature’s‖
  speed drops below its base speed during any given 
  round, it falls. 
  Base Speed: Fly 40 feet (average). 
  Price: One-eighth the life-shaped‖creature’s‖body. 
  Manipulators 
  Without some kind of manipulating appendage, life-
  shaped 
  creatures 
  cannot 
  lift 
  or 
  move 
  objects. 
  Manipulators can be as crude as a simple probe or as 
  complex as a five-fingered hand. 
  A Medium or smaller life-shaped creature may have 
  up to two functioning manipulators. Larger life-shaped 
  creatures may be equipped with a greater number of 
  functioning manipulators, as determined by their size: 
   
  Life-shaped Creature’s Size  Manipulators 
  Medium or smaller  
  Up to 2 
  Large  
  Up to 4 
  Huge or larger  
  Up to 8 
   
  To shape a manipulator, you must succeed at a Craft 
  (life-shaped) check (DC 25) after investing 24 hours in its 
  construction.‖A‖character‖without‖a‖healer’s‖or‖botanist’s‖
  tool kit takes a —2 penalty on the skill check. You must 
  also use up raw materials costing one-third‖of‖the‖item’s‖
  price. Masterwork life-shaped creature manipulators can 
  be fashioned using the Mastershaper feat. 
  Size: A manipulator, as an object, is usually two size 
  categories smaller than the life-shaped creature for which 
  it is designed; for example, a hand designed for a Medium 
  life-shaped creature can be considered a Tiny object. A 
  manipulator’s‖ size‖ is‖ usually‖ important‖ only‖ for‖
  portability and concealment purposes. 
  Damage: 
  Life-shaped 
  creatures 
  can 
  use 
  their 
  manipulators as melee weapons, dealing piercing, 
  slashing, or bludgeoning damage based on the type of 
  manipulator and the life-shaped‖creature’s‖size‖(see‖Table‖
  7—67—5 below). Some types of manipulators deal 
  nonlethal damage only. 
  Price: The cost of each manipulator. This cost is 
  always a fraction of the price of the life-shaped‖creature’s‖
  body (see Body, above). 
  Claw (Pair) 
  Claws resemble pincers, but their opposed surfaces 
  cover the length of the appendage. Claws suffer the same 
  handicaps as pincers when attempting tasks involving 
  manual dexterity, but they deal greater damage. 
  Damage: Lethal slashing or nonlethal bludgeoning. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Jaw 
  Usually only life-shaped creatures modeled after 
  creatures with bite attacks have jaws. 
  Damage: Lethal piercing. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Pincer 
  A pincer is a two-fingered, claw like appendage that 
  focuses all the grip strength on a pair of opposed surfaces, 
  rather like a pair of tongs. Pincers allow the life-shaped 
  creature to manipulate and lift objects without much 
  difficulty, but objects specifically made for humanoid 
  hands‖ (like‖ weapons)‖ are‖ usually‖ beyond‖ the‖ pincers’‖
  ability to operate. At the DM’s‖discretion,‖tasks‖involving‖
  manual dexterity suffer a —2 penalty for a life-shaped 
  creature equipped with pincers. 
  Damage: Lethal piercing or nonlethal bludgeoning. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Special-Use Grippler 
  The life-shaped creature has a manipulator designed 
  for a specific task. When the life-shaped creature uses a 
  special-use gripper for a task other than its intended task, 
  the life-shaped creature suffers a —2 penalty on the check 
  if the check involves manual strength or dexterity. 
  Damage: Nonlethal bludgeoning only. 
  Price: One-tenth the life-shaped‖ creature’s‖ body‖
  Table 7—6: Manipulator Damage 
    
  —————————————— Life-Shaped Creature Size —————————————— 
  Manipulator Type  
  Fine 
  Diminutive 
  Tiny 
  Small 
  Medium 
  Large 
  Huge 
  Gargantuan 
  Colossal 
  Claw 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  Jaw 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  Pincer 
  — 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  Special-Use Gripper1 
  — 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  Sting 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  1 This type of manipulator deals nonlethal damage only. 
  
  62 
  (rounded down). 
  Sting 
  Usually only life-shaped creatures modeled after 
  insectoid creatures have stings. 
  Damage: Lethal piercing. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Natural Armor 
  Although composed of resilient tissue, life-shaped 
  creatures are easily damaged. For this reason, specimens 
  are usually equipped with some form of natural armor, 
  depending on the life-shaped‖creature’s‖body. 
  Armor is integrated into the life-shaped‖ creature’s‖
  body. Integrated armor provides an armor bonus to AC. 
  Life-shaped creatures with armor suffer no armor 
  penalties if the armor is grafted properly. Improperly 
  grafted armor causes the life-shaped creature to take a —
  10 penalty on Balance, Climb, Escape Artist, Hide, Jump, 
  Move Silently, and Tumble checks. 
  Grafting armor on a life-shaped creature requires a 
  Craft (life-shaped) check (DC 15). The check is made after 
  investing an amount of time determined by the life-
  shaped‖creature’s‖size:‖Colossal‖24‖hours,‖Gargantuan 12 
  hours, Huge 6 hours, Large 3 hours, Medium 2 hours, 
  Small 1 hour, Tiny or smaller 30 minutes. You must also 
  use up raw materials costing one-third‖of‖the‖item’s‖price. 
  Enhancement Bonus: The armor class bonus that the 
  integrated armor provides to the life-shaped‖ creature’s‖
  AC. 
  Weight: How much weight the armor adds to the life-
  shaped‖creature’s‖weight. 
  Speed Penalty: The amount by which the armor 
  reduces the life-shaped‖creature’s‖speed,‖given‖in‖feet.‖If‖a‖
  life-shaped‖creature’s‖speed‖drops‖to‖zero‖because‖of‖the‖
  penalty, it cannot move (the armor is too heavy for its 
  body). 
  Price: The cost of the armor (or its components). 
  Regular Skin 
  It can be normal skin, scales, fur, exoskeleton or hide. 
  It‖doesn’t‖offer‖extra‖protection. 
  Enhancement Bonus: +0. 
  Weight: None. 
  Speed Penalty: None. 
  Price: None‖(already‖figured‖on‖the‖creature’s‖body). 
  Tough Skin or Fur 
  A thicker version of skin, scales, fur, exoskeleton, or 
  hide.‖It‖doesn’t‖offer‖tremendous‖protection. 
  Enhancement Bonus: +2. 
  Weight: One-eight the weight of the life-shaped 
  creature’s‖body‖(rounded‖down). 
  Speed Penalty: None. 
  Price: One-quarter the life-shaped‖creature’s‖body. 
  Tough Hide 
  This tough hide is lightweight and reasonably strong. 
  Enhancement Bonus: +4. 
  Weight: One-quarter the weight of the life-shaped 
  creature’s‖body‖(rounded‖down). 
  Speed Penalty: None. 
  Price: 25 Cp + one-quarter the life-shaped‖ creature’s‖
  body. 
  Tough Scales 
  This strong scales are lightweight and offer good 
  protection. 
  Enhancement Bonus: +6. 
  Weight: One-quarter the weight of the life-shaped 
  creature’s‖body‖(rounded‖down). 
  Speed Penalty: —5 feet. 
  Price: 50 Cp + one-quarter the life-shaped‖ creature’s‖
  body. 
  Tough Exoskeleton 
  This thick exoskeleton is medium-weight and offers 
  very good protection. 
  Enhancement Bonus: +8. 
  Weight: One-quarter the weight of the life-shaped 
  creature’s‖body‖(rounded‖down). 
  Speed Penalty: —5 feet. 
  Price: 100 Cp + one-quarter the life-shaped‖creature’s‖
  body. 
  Tough Shell or Carapace 
  This heavy-weight shell or carapace offers very good 
  protection. 
  Enhancement Bonus: +10. 
  Weight: One-quarter the weight of the life-shaped 
  creature’s‖body‖(rounded‖down). 
  Speed Penalty: —5 feet. 
  Price: 200 Cp + one-quarter the life-shaped‖creature’s‖
  body. 
  Very Tough Hide 
  This heavy and thick hide offers outstanding 
  protection. 
  Enhancement Bonus: +12. 
  Weight: One-half the weight of the life-shaped 
  creature’s‖body‖(rounded‖down). 
  Speed Penalty: —10 feet. 
  Price: 400 Cp + one-quarter the life-shaped‖creature’s‖
  body. 
  Sensory System 
  Life-shaped creatures are unable to perceive their 
  surroundings without sensory organs of some kind. 
  Without them, they are effectively blind and deaf, and 
  suffer penalties on certain checks—if able to attempt them 
  at all. 
  Sight: A life-shaped creature without visual organs 
  suffers a —4 penalty on all skill checks and cannot make 
  Spot checks. 
  Sound: A life-shaped creature without auditory organs 
  suffers a —2 penalty on all skill checks and cannot make 
  Listen checks. 
  
  63 
  Touch: A life-shaped creature without tactile organs 
  suffers a —4 penalty on all Disable Device and Heal 
  checks. 
  Smell: A life-shaped creature without olfactory organs 
  suffers no particular penalties. 
  Taste: A life-shaped creature without gustatory organs 
  suffers no particular penalties. 
  To shape a sensory package, you must succeed at a 
  Craft (life-shaped) check (DC 25) after investing 60 hours 
  in‖ its‖ assembly.‖ A‖ character‖ without‖ a‖ healer’s‖ tool‖ kit‖
  takes a —2 penalty on the skill check. You must also use 
  up raw materials costing one-third‖ of‖ the‖ item’s‖ price.‖
  Life-shaped creature sensory packages are further 
  separated by type and price: 
  Type: The type of sensors (visual, audio, tactile, 
  olfactory, gustatory) included in the system. 
  Price: The cost of the sensory package. 
  Basic Sensory Package 
  This sensory package includes a basic sight, hearing 
  and touch senses. 
  Type: Audio, Tactical, Visual. 
  Price: 12 Cp. 
  Class II Sensory Package 
  This sensory package includes a low-light vision sight. 
  It also includes a basic hearing, smell, and touch senses. 
  Type: Audio, Olfactory, Tactical, Visual. 
  Price: 30 Cp 
  Class III Sensory Package 
  This sensory package includes a low-light improved 
  vision and hearing, basic smell and touch senses. 
  A life-shaped creature with a Class III sensory 
  package gains a +2 racial bonus on Listen and Spot 
  checks. 
  Type: Audio, Olfactory, Tactile, Visual. 
  Price: 55 Cp 
  Class IV Sensory Package 
  This sensory package includes a low-light and 
  darkvision (30 ft.) improved vision, improved hearing 
  and smell (Scent ability) and basic touch senses. 
  A life-shaped creature with a Class IV sensory 
  package gains a +4 racial bonus on Listen and a +2 racial 
  bonus on Spot checks. 
  Type: Audio, Olfactory, Tactile, Visual. 
  Price: 90 Cp. 
  Class V Sensory Package 
  This sensory package includes a low-light and 
  darkvision (60 ft.) improved vision, improved hearing 
  and smell (Scent ability) and basic touch senses. 
  A life-shaped creature with a Class V sensory package 
  gains a +4 racial bonus on Listen and Spot checks. 
  Type: Audio, Olfactory, Tactile, Visual. 
  Price: 120 Cp. 
  Class VI Sensory Package 
  This sensory package includes a low-light and 
  darkvision (60 ft.) improved vision, hearing and smell 
  (Scent ability), and touch senses. 
  A life-shaped creature with a Class VI sensory 
  package gains a +4 racial bonus on Listen and Spot and a 
  +2 racial bonus on Search checks. 
  Type: Audio, Olfactory, Tactile, Visual. 
  Price: 200 Cp. 
  Class VII Sensory Package 
  This sensory package includes a low-light and 
  darkvision (60 ft.) improved vision, hearing (blindsight 50 
  ft.), smell (Scent ability), and touch. 
  A life-shaped creature with a Class VII sensory 
  package gains a +6 racial bonus on Listen and Spot checks 
  and a +4 racial bonus on Search checks. 
  Type: Audio, Olfactory, Tactile, Visual. 
  Price: 500 Cp. 
  Ultimate Sensory Package 
  This sensory package includes a low-light and 
  darkvision (60 ft.) improved vision, hearing (blindsight 80 
  ft.), smell (Scent ability), and touch senses. 
  A life-shaped creature with an ultimate sensory 
  package gains a +8 racial bonus on Listen and Spot checks 
  and a +4 racial bonus on Search checks. The creature 
  receives Improved Initiative as a bonus feat. 
  Type: Audio, Olfactory, Tactile, Visual. 
  Price: 650 Cp. 
  Ability Enhancements 
  Life-shaped 
  creatures 
  can 
  receive 
  structural 
  enhancements that increase their ability scores. A life-
  shaped creature can receive multiple enhancements to the 
  same ability score, but each increase must be performed 
  and calculated separately. 
  To perform an ability enhancement, you must have 
  access to a suitable facility. After 24 hours spent 
  performing the enhancement, you must succeed at a Craft 
  (life-shaped) check (DC 20 for Strength, Dexterity or 
  Constitution enhancement or DC 25 for Intelligence, 
  Wisdom, or Charisma enhancement). A character without 
  a‖healer’s‖or‖botanist’s‖tool‖kit‖takes‖a‖—2 penalty on the 
  skill check. You must also use up raw materials costing 
  one-third‖of‖the‖item’s‖price. 
  Price: The cost of the enhancement. 
  Charisma Enhancement 
  The life-shaped creature is able to better interpret and 
  simulate humanoid behavior patterns and emotions. The 
  enhancement provides a +2 bonus to Charisma. 
  Price: 150 Cp x life-shaped creature's Charisma 
  (minimum 1). 
  Constitution Enhancement 
  The life-shaped creature receives an improved 
  immunologic system and hardened bones and organs. 
  The enhancement provides a +2 bonus to Constitution. 
  
  64 
  Price: 100 Cp x life-shaped creature's Constitution 
  modifier squared before the enhancement (minimum 1). 
  Dexterity Enhancement 
  The life-shaped creature receives joints or ligaments 
  that are more flexible, and the life-shaped‖ creature’s‖
  tactile sensors are modified to improve manual dexterity. 
  The enhancement provides a +2 bonus to Dexterity. 
  Price: 100 Cp x life-shaped creature's Dexterity 
  modifier squared before the enhancement (minimum 1). 
  Intelligence Enhancement 
  Modifications to the life-shaped‖creature’s‖brain‖allow‖
  it to think more creatively. The enhancement provides a 
  +2 bonus to Intelligence. 
  Price: 150 Cp x life-shaped creature's Intelligence 
  (minimum 1). 
  Strength Enhancement 
  Parts of the life-shaped‖creature’s‖body,‖including‖its‖
  joints and muscles, are reinforced. The enhancement 
  provides a +2 bonus to Strength. 
  Price: 100 Cp x life-shaped creature's Strength 
  (minimum 1). 
  Wisdom Enhancement 
  Adjustments to the life-shaped‖ creature’s‖ sensors‖
  improve its perception, enabling it to act more intuitively. 
  The enhancement provides a +2 bonus to Wisdom. 
  Price: 150 Cp x life-shaped creature's Wisdom 
  (minimum 1). 
  Accessories 
  Even a regular life-shaped creature needs certain tools 
  to accomplish its tasks. The following section describes 
  miscellaneous accessories designed specifically for life-
  shaped creatures. 
  To shape a life-shaped creature accessory, you must 
  use up raw materials costing‖half‖ the‖ item’s‖ price.‖ Then‖
  you must succeed at a Craft (life-shaped) check (DC 15) 
  after investing 24 hours in its assembly (double this 
  amount if the character does not have access to a life-
  shaping facility). A character without a botanist or 
  healer’s‖kit‖takes‖a‖-2 penalty on the skill check. 
  Size: A life-shaped accessory, as an object, is usually 
  two size categories smaller than the life-shaped creature 
  for‖ which‖ it’s‖ designed;‖ for‖ example,‖ a‖ tool‖ mount‖
  designed for a Huge life-shaped creature can be 
  considered a Medium object.‖ An‖ accessory’s‖ size‖ is‖
  usually important only for portability and concealment 
  purposes. 
  Weight: Life-shaped creature accessories vary in 
  weight depending on the size of the life-shaped creature 
  for‖which‖they’re‖designed.‖However, they do not add a 
  significant amount of weight to the life-shaped‖creature’s‖
  body. 
  Price: The cost of the accessory. 
  Camouflage 
  Using a series of pigmentation cells embedded to the 
  life-shaped‖creature’s‖body,‖the‖creature‖can‖change‖color‖
  to match its surroundings. As a result, it can use the Hide 
  skill in any sort of natural terrain. 
  Price: 500 Cp. 
  Feat Emulation 
  The life-shaped creature receives a feat. It must meet 
  all‖ the‖ feat’s‖ prerequisites‖ to‖ gain‖ its‖ benefits.‖ A‖ feat‖
  emulation accessory can duplicate only general feats. 
  Price: 1,000 Cp. 
  Fire Extinguisher 
  Rhul-thaun hate and fear fire and usually shape 
  creatures that have this accessory in order to quickly 
  subdue it. This enhancement, available only to Small or 
  larger life-shaped creatures, produces a thick liquid that 
  can smother normal fires. This gland can eject the liquid 
  as a move action to put out a fire in a 10-foot-by-10-foot 
  square. A life-shaped‖ creature’s‖ extinguisher‖ gland‖ can‖
  produce a number of shots per week based on the life-
  shaped‖creature’s‖body‖size:‖Small 2, Medium 4, Large 8, 
  Huge 16, Gargantuan 32, Colossal 64. 
  Price: 30 Cp + one-quarter life-shaped‖creature’s‖body‖
  price. 
  Fortified Skeleton 
  This enhancement provides the creature with an 
  improved shock absorption system, increasing its ability 
  to shrug off physical damage. The creature gains damage 
  reduction 1/—, 2/—, or 3/—. 
  Price: 80 Cp (1/—), 320 Cp (2/—), 720 Cp (3/—) + one-
  quarter life-shaped‖creature’s‖body‖price. 
  Healing Unit 
  The healing unit enables a life-shaped creature to heal 
  itself or another life-shaped creature by closing wounds. 
  In the latter case, the life-shaped creature healing must be 
  adjacent to the damaged life-shaped creature. The life-
  shaped creature must spend a full-round action to heal 
  itself or another life-shaped creature; this automatically 
  heals 1d8 points of damage (no Heal check necessary). 
  This ability can be used three times per day. 
  Price: 500 Cp. 
  Improved Neurokinetics 
  This 
  implant 
  stimulates 
  faster 
  response 
  times, 
  granting the creature a +2 bonus on initiative checks. 
  Price: 250 Cp. 
  Self-Healing Unit 
  A self-healing unit enables a life-shaped creature to 
  heal itself by closing wounds. A life-shaped creature with 
  a self-repair unit can spend 1 hour repairing itself; this 
  automatically heal 1d8 points of damage (no Heal check 
  necessary). A life-shaped creature cannot use this unit to 
  heal another life-shaped creature. 
  Price: 300 Cp. 
  
  65 
  Survivor Array 
  Life-shaped creatures are sometimes used to explore 
  environments inhospitable to creatures. The survivor 
  array enables the life-shaped creature to better traverse 
  harsh terrain and withstand hostile conditions. A survivor 
  array includes the following units: 
  •‖ A‖ resistant locomotion system that improves the 
  life-shaped‖creature’s‖base‖speed‖by‖+10‖feet. 
  •‖An‖energy-resistant body that provides resistance to 
  acid 10, cold 10, electricity 10, and fire 10. 
  •‖ A‖ vision‖ amplifier‖ that‖ grants‖ the‖ life-shaped 
  creature darkvision out to a range of 30 feet or extends its 
  normal darkvision range by +30 feet. 
  Price: 500 Cp + one-half the life-shaped‖ creature’s‖
  body price. 
  Mutated Items 
  Mutated items are life-shaped items that have 
  deviated from the original function designed by their 
  creators. The environment, evolution, or some other 
  external factor has changed them, with some sort of 
  potentially‖ negative‖ impact.‖ Sometimes‖ they’re‖ directly‖
  bad‖for‖the‖user;‖sometimes‖they’re‖just‖inconvenient. 
   
  Mutated Item Common Mutations 
  d% 
  Mutation 
  01—20 
  Opposite effect or target 
  21—40 
  Intermittent functioning 
  41—60 
  Requirement 
  61—80 
  Drawback 
  81—100 
  Completely different effect 
   
  Opposite Effect or Target: Either these mutated items 
  malfunction, so that they do the opposite of what the 
  creator intended, or they target the user instead of 
  someone else. 
  Opposite-effect items include weapons that impose 
  penalties on attack and damage rolls rather than bonuses. 
  Just‖ as‖ a‖ character‖ shouldn’t‖ necessarily‖ immediately‖
  know what the enhancement bonus of a nonmutated life-
  shaped‖ item‖ is,‖ she‖ shouldn’t‖ immediately‖ know‖ that‖ a‖
  weapon is mutated. Once she knows, however, the item 
  can‖be‖discarded‖unless‖it’s‖a‖graft.‖In‖such cases, a remove 
  curse or restoration spell is generally needed to get rid of 
  the item (destroying the graft is also an option). 
  Intermittent Functioning: The three varieties of 
  intermittent functioning items all function perfectly as 
  described—at least some of the time. The three varieties 
  are unreliable, dependent, and uncontrolled items. 
  Unreliable: Each time the item is activated, there is a 
  5% chance (01—05 on d%) that it does not function. 
  Dependent: The item only functions in certain 
  situations. To determine what the situation is, either select 
  a situation or roll on the following table. 
   
  d% 
  Situation 
  01—05 
  During the day 
  06—10 
  During the night 
  11—15 
  In direct sunlight 
  16—20 
  Out of direct sunlight 
  21—30 
  Underwater 
  31—35 
  Out of water 
  36—45 
  Underground 
  46—50 
  Aboveground 
  51—70 
  In the hands of a nonpsionic creature 
  71—75 
  In the hands of a psionic creature 
  76—90 
  In the hands of a creature of a particular race 
  91—100 
  In the hands of a creature of a particular gender 
   
  Uncontrolled: 
  An 
  uncontrolled 
  item 
  occasionally 
  activates at random times. Roll d% every day. On a result 
  of 01—05 the item activates at some random point during 
  that day. 
  Requirement: These mutated items have much more 
  stringent requirements that must be met for them to be 
  usable. To wear or use an item with this kind of mutation, 
  one or more of the following conditions must be met. 
  Requirements are so dependent upon suitability to the 
  item that they should never be determined randomly. If 
  the requirement is not met, the item ceases to function (a 
  graft‖ won’t‖ detach‖ itself‖ from‖ its‖ host,‖ however).‖ If‖ it‖ is‖
  met, usually the item functions for one day before the 
  requirement 
  must 
  be 
  met 
  again 
  (although 
  some 
  requirements are one time only, others monthly, and still 
  others continuous). 
  •‖Character must eat twice as much as normal. 
  •‖Character must drink twice as much as normal. 
  •‖Character must sleep twice as much as normal. 
  •‖Character must sacrifice some part of her life energy 
  (2 points of Constitution) one time. If the character gets 
  the Constitution points back (such as from a restoration 
  spell), the item ceases functioning. (The item does not 
  cease functioning if the character receives a Constitution 
  increase caused by level gain, a wish, or the use of a magic 
  item.) 
  •‖ Item requires twice as much cam-rahn and/or lor-
  rahn as normal. 
  Drawback: Items with drawbacks are usually still 
  beneficial to the possessor but they also carry some 
  negative aspect. Although sometimes drawbacks occur 
  only when the item is used (or held, in the case of some 
  items such as weapons), usually the drawback remains 
  with the character for as long as she has the item. 
  Roll on the table below to generate a drawback that 
  (unless otherwise indicated) remains in effect as long as 
  the item is in the character’s‖possession. 
   
  d% 
  Drawback 
  01—10 
  Character’s hair falls off. Only happens once. 
  11—20 
  Character’s skin color changes. 
  21—30 
  Character’s hair color changes. 
  31—40 
  Character slowly starts to shrink until becoming 
  rhulisti size. 
  41—50 
  Character suffers a 20% miss chance on all attacks. 
  51—60 
  Character takes a —2 penalty on Dexterity-based 
  skill checks. 
  61—70 
  Character takes a —1 penalty on attack rolls, saving 
  throws, ability checks, and skill checks. 
  71—72 
  Character receives a —2 penalty on all Listen 
  checks. 
  73—77 
  Character receives a —2 penalty on Spot checks. 
  78—82 
  Character can only sleep for minutes at a time and 
  gains insufficient rest to heal naturally. 
  83—87 
  Character moves at half speed. 
  88—92 
  Character takes a —2 penalty on Strength-based skill 
  checks. 
  
  66 
  93—97 
  Character is shaken for 1 round if wounded; a 
  successful Fortitude save (DC 12) negates. 
  98 
  Character is stunned for 1 round if wounded; a 
  successful DC 15 Fortitude save negates. 
  99 
  Character cannot manifest psionic powers. 
  100 
  DM’s choice. 
   
  Completely Different Effect: The DM should choose a 
  negative effect for the item. The item may seem to be the 
  item it was originally determined, but at some juncture it 
  displays different abilities altogether. 
  Artifacts 
  Of all the life-shaped creations described in the 
  previous section, none of them are truly intelligent. At 
  some point during the Blue Age, scholars hypothesize it 
  was toward the end, the rhulisti began to experiment with 
  intelligent life-shaped creations. These items have an 
  intelligence‖rivaling‖their‖creators’.‖They‖are‖known‖as‖the‖
  Rhul-tal. The exact translation of this word has been lost. 
  What is known is that it defines a close relationship with 
  the rhulisti: family, mate, guardian or some such. 
  The Rhul-tal can be very dangerous. They have a 
  sense of self and full survival instincts. No one can truly 
  own a Rhul-tal, at least not like other life-shaped creatures 
  are owned. It always pays to be cautious, because the 
  Rhul-tal have their own goals and agenda. In game terms, 
  the Rhul-tal are life-shaped artifacts, each one being 
  powerful and very dangerous. If the DM decides to add a 
  Rhul-tal to his campaign, he should do so carefully, since 
  the Rhul-tal will most likely dominate his campaign for as 
  long as the PCs are connected to it. 
  The Arm of Radu 
  This artifact is a healthy looking rhulisti right arm covered 
  in strange blue and green tattoos. The shoulder joint is a thick 
  mass of short tentacles. 
   
  This Rhul-tal is a graft. It has seven tattoos each 
  depicting one of the particular abilities which Radu had. 
  History 
  Radu is reputed to have been some sort of powerful 
  and important rhulisti leader. Since the exact nature of 
  rhulisti society is not known to modern Athasians, there is 
  no way to know if he was a king, a shaman, a priest, a life-
  shaper, or something unique to the rhulisti. 
  What is known is that Radu had great deal of life-
  shaped grafts. He was obsessed with great works. He 
  devoted his life to creating ever more fantastic objects, 
  buildings, and life-shaped creations. 
  Some legends connect Radu with the first dwarves, for 
  his obsession was similar to the nature of that race. Upon 
  his death, Radu is said to have become a powerful undead 
  creature. His grafts all rejected him and fell away. 
  However, his right arm became Rhul-tal. Some small 
  aspect of Radu remains in the arm, driving it to always 
  build. 
  Campaign Use 
  The Arm of Radu is a good item to give to player 
  characters. 
  It is quite powerful, but not greatly unbalancing for a 
  campaign. Its curse is interesting without being unwieldy. 
  The earthquake ability will constantly give the character 
  excuses to build. Things are always being torn down by 
  the shaking land, and therefore need to be rebuilt. 
  All dwarves covet the Arm of Radu. With this arm, they 
  believe they can create mighty works. Whoever owns the 
  arm is sure to have far more encounters with dwarves 
  than seems proper. Some will want to buy it, some to 
  worship it; others will just try stealing it. 
  Abilities 
  If the tentacles are placed against an empty right 
  shoulder socket, they will attach themselves to it. If the 
  tentacles are placed against a healthy shoulder, they will 
  still penetrate the muscle and attach themselves. 
  Adaptation: In the case of a healthy shoulder, for the 
  next 1d10+10 days, the recipient has two right arms, but 
  neither‖ are‖ functional.‖ During‖ that‖ time,‖ the‖ host’s‖
  original right arm decays, until finally it falls off. Because 
  of the neural connections it establishes, once attached, the 
  arm cannot be removed without killing the recipient. 
  Benefit: The Arm of Radu works as a regular arm. It 
  has a Strength score of 24, which gives you a +7 bonus on 
  grapple checks made with it. The iron-hard and razor-
  sharp nails of the Arm deals 2d6+7 points of damage 
  (lethal) on each successful attack roll. On a natural 20, the 
  arm grabs the neck of a Medium or smaller opponent. On 
  a successful grapple check (a free action that does not 
  provoke an attack of opportunity), the opponent is subject 
  to suffocation. You can only relinquish this grip if you 
  make a DC 15 Will save. 
  Type: External. 
  Location: One arm. 
  Hardness/Hit Points: 5/16. 
   
  Like all Rhul-tal, the arm is intelligent. It can 
  communicate with its host, but only while he is dreaming. 
  Once asleep, the recipient dreams of creating wondrous 
  things, such as buildings, great gardens, delicate figurines 
  and the like. The details of such things are always too 
  blurred to remember, but the wonder of them remains. 
  Occasionally the arm will talk with the host. It always 
  appears as a floating rhulisti in flowing white robes. 
  These conversations are always remembered very clearly. 
  Each‖of‖the‖Arm’s‖tattoo‖gives‖the‖recipient‖a‖spell-like 
  ability, all at caster level 18th: 
  3/day—greater magic fang (Arm only), protection from 
  arrows, telekinesis. 
  1/week—earthquake, 
  finger 
  of 
  death, 
  move 
  earth, 
  protection from spells. 
  In 
  addition, 
  the 
  recipient 
  gains 
  immunity 
  to 
  polymorph and a +20 insight bonus to Craft checks when 
  constructing the buildings dreamt of. The earthquake 
  ability cannot be controlled; it happens randomly, exactly 
  when is up to the DM. 
  
  67 
  The Arm comes with a curse, however: it needs to 
  build. Each day it is not actively engaged in construction 
  for at least an hour, the character must make a Will save 
  (DC 20) or it starts to use his fingernails to punish the 
  recipient, leaving ugly scars after they heal. Every three 
  scratches‖lower‖the‖host’s‖Charisma by one point. 
   
  d6 
  Body Part 
  1 
  Left leg 
  2 
  Right leg 
  3 
  Left arm 
  4 
  Torso 
  5 
  Back 
  6 
  Face 
  Suggested Means of Destruction 
  •‖The‖shade‖of‖Radu‖must‖rip‖the‖Arm‖from‖its‖host‖
  and break it across its knee. 
  •‖ After‖ the‖ host‖ suffers‖ 1,001‖ consecutive‖ scratches,‖
  the Arm falls off. It is not destroyed, but can now be 
  hidden or lost again. 
  •‖The‖Arm‖must‖be‖hurled‖into‖the‖Black. 
  •‖ The‖ Arm‖ must‖ be‖ dipped‖ in‖ elemental‖ fire,‖ water,‖
  air, and earth, all within a three-day period. 
  The Centennial Brain 
  This is an enormous pale brain, around eight feet in 
  diameter. It is covered with dozens of glowing blue and green 
  runes. Hundreds of ridges pulse and writhe in their own pale 
  light. 
  Centennial Brain 
  CR 12 
  Usually NE Medium construct (life-shaped construct, 
  psionic) 
  Init -5; Senses Listen +9, Spot +9 
  Languages — 
  AC 9, touch 5, flat-footed 9 
   (-5 Dex, +4 natural) 
  hp 120 (16 HD) 
  Fort +8, Ref —, Will +16 
  Weakness vulnerability to defiling 
  Speed 0 ft. 
  Melee — 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +7 
  Psi-Like Abilities (ML 16th): 
  At will—disable (55—ft. cone, 19 HD, DC 22), mindlink 
  (unwilling, eleven targets, DC 16) 
  3/day—ego whip (4d4, DC 23), psionic dominate (any 
  target, 1 day, DC 23), sense link (all senses, DC 16), 
  tower of iron will (power resistance 26, 7 rounds) 
  1/day—remote viewing (DC 19) 
  Abilities Str —, Dex —, Con 16, Int 64, Wis 28, Cha 20 
  SQ life-shaped construct traits 
  Feats Iron Will, Skill Focus (Knowledge [architecture 
  and engineering]), Skill Focus (Knowledge [history]), 
  Skill 
  Focus 
  (Knowledge 
  [nature]), 
  Skill 
  Focus 
  (Knowledge [psionics]), Skill Focus (Knowledge [the 
  planes]) 
  Skills Appraise +46, Bluff +24, Decipher Script +46, 
  Diplomacy +30, Knowledge (arcana) +46, Knowledge 
  (architecture and engineering) +49, Knowledge (life-
  shaping) 
  +46, 
  Knowledge 
  (geography) 
  +46, 
  Knowledge (history) +49, Knowledge (nature) +49, 
  Knowledge (nobility and royalty) +46, Knowledge 
  (psionics) +49, Knowledge (religion) +46, Knowledge 
  (the planes) +49, Listen +9, Psicraft +46, Sense Motive 
  +28, Spot +9, Survival +28 
  Advancement — 
   
  The Centennial Brain weights around 800 pounds. 
  History 
  An unknown life-shaper created the Brain to solve the 
  great philosophical and theoretical problems of the Blue 
  Age. He melded the brains of 101 of the greatest thinkers 
  of that time. Sadly, none of these dignitaries consented to 
  be a part of his creation. 
  The evil life-shaper’s‖ name‖ was‖ stricken‖ from‖ all‖
  histories, and no rhulisti was permitted to give his name 
  to‖any‖of‖their‖children.‖He‖was‖referred‖to‖only‖as‖‚the‖
  Unnamed.‛‖The‖Brain‖was‖kept‖in‖honored‖memory‖of‖the‖
  rhulisti mutilated to create it. 
  The Brain survived the Blue Age, and all those that 
  came afterward. It has absorbed countless minds, 
  growing ever larger. Over the millennia, it has developed 
  powerful psionic abilities, but disdains the use of magic. 
  Campaign Uses 
  The Centennial Brain can be used in many ways in a 
  campaign. It can be a villain, or the servant of one. It can 
  be the savior in times of ultimate crisis, assuming such 
  actions serve its own purposes. 
  Probably the best way to use it is as the supreme sage. 
  It knows just about everything. Those things it does not 
  know, it knows how to find out. Of course, the Brain will 
  not choose to answer every question. It will only answer 
  those that forward its own goals. 
  Abilities 
  Due to its enormous intelligence, the Brain can answer 
  almost any question, or at least provide the asker with 
  directions to find the answer for himself. The supplicant 
  need only make physical contact with the Brain to allow 
  telepathic communication. 
  To invoke the powers of the Brain, a character must 
  lay both hands on it. The character then can duplicate any 
  psionic power as a psi-like ability with a manifester level 
  equal to his Hit Dice. 
  The power of the Brain comes with a curse, however: 
  each time a creature uses the artifact, it must make a Will 
  save (DC 10 + number of previous saves) or his mind is 
  absorbed into the Brain and he becomes a mental 
  vegetable. The Brain then uses the mindless husk as a 
  slave to give it freedom of action. Such slaves rarely last 
  more than a year, no matter how well the Brain takes care 
  of them. 
  Suggested Means of Destruction 
  •‖The‖name‖of‖its‖101‖original‖victims‖must‖be‖spoken‖
  to it. 
  
  68 
  The Corundum Wormskin 
  This artifact is a four-inch corundum cylinder, with one end 
  closed and the other serrated with six dull flanges. 
   
  Corundum is one of the hardest natural minerals, 
  losing only to diamond and adamantine. Rubies and 
  sapphires are impure corundum colored with other 
  minerals. 
  If the Corundum Wormskin is placed on a living 
  humanoid finger, the serrated edges will gently close over 
  it. The character now has a permanent finger sheath. 
  Nothing short of a miracle, reality revision, or wish can 
  remove the wormskin from this time forward. The 
  wormskin will slowly begin to transform its new owner. 
  History 
  Legend has it that some of the nature-masters of the 
  Blue Age began to create extremely large creatures to be 
  used as tools. 
  They succeeded in making sink worms, which were 
  intended to be excavating tools and producers of 
  gemstones. Something went horribly wrong. One of the 
  worms hatched a corundum sink worm that could not be 
  controlled. Eventually the corundum sink worm was 
  destroyed. 
  However, a small part of it remained, indestructible 
  even by the nature-masters of the Blue Age. Alive and 
  very much wanting to roam free again, it waits for its next 
  victim. 
  Campaign Uses 
  The Corundum Wormskin is unique among artifacts in 
  that it exacts a stiff penalty up front, but gives huge 
  rewards afterward. For three years, the PC goes into an 
  animalistic stage. When his character gets back to normal, 
  it is a powerful worm lord. A DM must be careful in 
  giving this Rhul-tal to a player, since not all players are 
  willing to pay this price. 
  The characters can encounter the wormskin with an 
  NPC in the latter half of its transformation. The NPC 
  would then return years later as a worm lord. He could be 
  either an ally or a foe. 
  Abilities 
  The corundum on the character skin begins to cover 
  more of his body, improving his natural armor as shown 
  on the table below. Although the mineral coating is rock 
  hard, it somehow bends easily with the character, but still 
  reduces his Dexterity somewhat.  
  For the first twelve months, the PC cannot tell 
  anything is wrong except for the physical transformation, 
  but on the first day of the thirteenth month, he is 
  overcome with bestial urges and loses all vestiges of 
  humanity. Per DM choice, the character may become an 
  NPC during this period. One year after that, he becomes a 
  small corundum sink worm (see below). For the next two 
  years, the worm grows to its full size (20 HD). At that 
  point, it will allow the largest male sink worm in the 
  vicinity to mate with it. 
   
  Corundum Sink Worm, Small 
  CR 1/2 
  Always N Small aberration 
  Init +2; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Listen +8, Spot +8 
  Languages — 
  AC 25, touch 13, flat-footed 23 
   (+1 size, +2 Dex, +12 natural) 
  hp 2 (1 HD) 
  Fort +0, Ref +2, Will +2 
  Speed 15 ft. (3 squares), burrow 15 ft. 
  Melee bite -3 (1d4—4) 
  Space 5 ft.; Reach 0 ft. 
  Base Atk +0; Grp -8 
  Abilities Str 2, Dex 14, Con 7, Int 1, Wis 10, Cha 12 
  SQ phasing 
  Feats Alertness 
  Skills Hide +6, Listen +8, Move Silently +2*, Spot +8 
  *When burrowing through sand or silt, a sink worm has 
  a +8 racial bonus on Move Silently checks. 
  Advancement 2—7 HD (Small); 8—13 HD (Medium); 
  14—20 HD (Huge) 
  Month 
  Natural Armor Bonus 
  Dex Penalty 
  Cha Penalty 
  % Arcane Spell Failure 
  Wormskin Transformation 
  1 
  +1 
  0 
  0 
  10% 
  Hand covered 
  2 
  +2 
  -1 
  0 
  10% 
  Arm covered 
  3 
  +3 
  -1 
  -1 
  10% 
  Chest covered 
  4 
  +4 
  -1 
  -1 
  20% 
  Both arms covered 
  5 
  +5 
  -2 
  -1 
  30% 
  Both hands covered 
  6 
  +6 
  -2 
  -2 
  30% 
  Stomach covered 
  7 
  +7 
  -2 
  -2 
  30% 
  Hips covered 
  8 
  +8 
  -2 
  -2 
  30% 
  Thighs covered 
  9 
  +9 
  -3 
  -2 
  30% 
  Calves and feet covered 
  10 
  +10 
  -3 
  -3 
  30% 
  Face covered 
  11—12 
  +11 
  -5 
  -3 
  80% 
  Fingers and toes meld together 
  13—14 
  +12 
  -5 
  -4 
  90% 
  Hands shrink 
  15—16 
  +12 
  -6 
  -5 
  100% 
  Forearms shrink 
  17—18 
  +12 
  -6 
  -6 
  100% 
  Remainder of arms shrink 
  19—20 
  +12 
  -7 
  -7 
  100% 
  Thighs meld together 
  21—22 
  +12 
  -7 
  -8 
  100% 
  Calves and feet meld together 
  23—24 
  +12 
  -8 
  -9 
  100% 
  Face transforms 
  
  69 
  Phasing (Ex) Corundum sink worms can phase through 
  sand, earth or solid rock. This ability works like the 
  dimension door spell, with a range of 90 feet. The sink 
  worm cannot use this ability if it is holding a creature 
  in its mouth. 
  Tremorsense (Ex) Corundum sink worms can sense 
  vibrations up to 120 feet away on both sand and on 
  silt. 
  Skills Corundum sink worms have a +4 racial bonus on 
  Listen and Spot checks.  
   
  After depositing an egg, it dives for the deep earth and 
  is never seen again. Some sages speculate the corundum 
  sink worm dies and becomes a deep vein of gemstones. 
  Others believe there is a deep cavern graveyard where it 
  goes to die. Such a place would be a treasure trove of 
  gems. 
  The egg hatches after three months. The PC emerges, 
  with full recollection of what happened and can be now 
  returned to the player. His finger is made of solid 
  corundum, but will not grow again. The character 
  receives the worm lord template. 
  Worm Lord 
  ‚Worm‖ lord‛‖ is‖ an‖ acquired‖ template‖ that‖ can‖ be‖
  added to any living, corporeal humanoid (referred to 
  hereafter as the base creature). 
  A worm lord uses all the base creature’s‖statistics‖and‖
  special abilities except as noted here. 
  Size and Type: The‖ creature’s‖ type‖ changes‖ to‖
  outsider.‖Do‖not‖recalculate‖the‖creature’s‖Hit Dice, Base 
  attack bonus, or saves. Size is unchanged. The creature 
  receives the earth and native subtype. 
  Armor Class: Natural armor bonus becomes +12 (this 
  replaces any natural armor bonus the base creature has). 
  Special Attacks: A worm lord retains all the special 
  attacks of the base creature and also gains the following 
  special abilities. 
  Spell-Like Abilities: 3/day—curse of the black sands, dust 
  devil, stone tell.‖Caster‖level‖equal‖the‖worm‖lord’s‖HD. 
  Summon Sink Worm (Sob): Once a week, a worm lord 
  can summon a sink worm (ToA 127). To do so, he must 
  dance over a sand or silt area for 10 rounds. After 1d10+10 
  rounds, the sink worm appears. This ability otherwise 
  works like the summon nature’s ally spell except the worm 
  will serve for up to 24 hours. 
  Special Qualities: A worm lord has all the special 
  qualities of the base creature, plus the following special 
  qualities. 
  Earth Glide (Ex): A worm lord can glide through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as silt horror swims through silt. His burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence. 
  Phasing (Ex): Once per day, a worm lord can phase 
  through sand, earth or solid rock. This ability works like 
  the dimension door spell, with a range of 90 feet. 
  — Darkvision out to 60 feet. 
  — Tremorsense out to 120 feet on both sand and silt. 
  — +4 racial bonus on Fortitude saves against poison. 
  Abilities: Change from the base creature as follows: 
  Str +4, Dex -2, Con +4. 
  Challenge Rating: Same as base creature +2. 
  Level Adjustment: Same as base creature +3. 
  Suggested Means of Destruction 
  •‖Be‖smitten‖with‖an‖adamantine‖maul. 
  •‖Be‖immersed‖in‖the‖waters‖of‖the‖Last‖Sea. 
  The Green Rhul 
  This at first resembles some topiary statue of a large, strong 
  warrior. It is nine feet tall and has legs, arms, a head, eyes, and 
  a mouth. 
  Green Rhul 
  CR 8 
  Usually N Large construct (life-shaped construct, 
  psionic) 
  Init +1; Senses Listen +13, Spot +13 
  Languages Rhulisti; understands‖host’s‖commands 
  AC 21, touch 10, flat-footed 20 
   (-1 size, +1 Dex, +11 natural) 
  hp 146 (10 HD); regeneration 1; DR 5/slashing 
  Immune electricity, poison, paralysis, sleep effects, 
  stunning 
  Fort +16, Ref +4, Will +3 
  Weakness vulnerability to defiling 
  Speed (with host only) 20 ft. (4 squares) 
  Melee (with host only) slam +19/+14 (2d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +20 
  Atk Option Power Attack 
  Psi-Like Abilities (ML 8th): 
  At will—ubiquitous vision 
  3/day—danger sense (uncanny dodge), detonate (8d6 
  damage, DC 17) 
  1/day— psionic dimension door 
  Abilities Str 28, Dex 13, Con 24, Int 19, Wis 11, Cha 14 
  SQ 
  empathic 
  link, 
  life-shaped 
  construct 
  traits, 
  photosynthesis, shared will, war-machine 
  Feats Endurance, Die Hard, Great Fortitude, Power 
  Attack 
  Skills Hide +2*, Jump +23, Knowledge (ancient history) 
  +17, Knowledge (nature) +17, Listen +13, Move 
  Silently +8, Spot +13 
  * The Green Rhul has a +16 racial bonus on Hide checks 
  made in forested areas. 
  Advancement — 
  Empathic Link (Ex) The Rhul has an empathic link with 
  its host. The Rhul can perceive what the host 
  perceives using its sight, hearing, taste, smell and 
  vice-versa. 
  Immunity to Electricity (Ex) The Rhul takes no damage 
  from electricity. Instead, any electricity attack used 
  against the Green Rhul temporarily grants it 1d4 
  points of Constitution. The Rhul loses these points at 
  the rate of 1 per hour. 
  Photosynthesis (Ex) As a full-round action, the Rhul 
  can sink roots into the soil to extract water and 
  nutrients. An hour of being immobile this way is 
  enough to feed itself and its host a day. This ability 
  
  70 
  can be used only in an area with sunlight. 
  Regeneration (Ex) The Rhul takes normal damage from 
  acid and fire attacks. It regenerates even if it fails a 
  saving throw against a disintegrate spell or a death 
  effect. If the Rhul fails its save against a spell or effect 
  that would kill it instantly (such as those mentioned 
  above), the spell or effect instead deals nonlethal 
  damage equal‖to‖the‖creature’s‖full‖normal‖hit points 
  +10 (or 156 hp). The Rhul is immune to effects that 
  produce incurable or bleeding wounds, such as 
  mummy rot, a sword with the wounding special 
  ability,‖or‖a‖clay‖golem’s‖cursed‖wound‖ability. Even 
  if it is burned and the ashes scattered, somewhere a 
  small spore will survive and regrows the entire Rhul. 
  Shared Will (Ex): Both the Rhul and its host use either 
  the‖Rhul’s‖Will save or‖the‖host’s,‖whichever‖is‖better. 
  War-machine (Ex) The Green Rhul always gains the 
  maximum hit points possible per Hit Die. 
   
  The Green Rhul appears to be made of wood and 
  leaves. Its body has a 6—foot girth and is about 9 feet tall. 
  It weighs about 3,500 pounds. 
  The Green Rhul can speak Rhulisti but rarely chooses 
  to do so. It walks and moves with a slow, steady gait. 
  History 
  Toward the end of the Blue Age, the rhulisti sought 
  answers to their various problems. The mightiest of the 
  nature-masters created a living suit of armor as‖his‖life’s‖
  masterwork. Their only mistake was in giving it an 
  intelligence that rivaled their own. 
  The Green Rhul is apparently the ultimate machine of 
  war from the Blue Age. What wars it fought in, and how 
  it fared, are not among any of the few intact records. The 
  Rhul-tal surely knows, but does not speak of any events 
  from the Blue Age. 
  The legends of the druids hold tantalizing clues to the 
  Green Rhul. They believe the first druid created the Rhul 
  to protect the forests of the Blue Age. This conflicts with 
  other stories, unless the first druid was a rhulisti. The 
  druids seek the Green Rhul and will do almost anything to 
  control it. 
  The druids speak of a time when one of their ranks 
  found the Green Rhul. With it, the druids sacked a long 
  forgotten city-state whose ruler was despoiling any oasis 
  he could find. When the host found herself slowly 
  changing into a rhulisti, the story says she marched the 
  Rhul into the Sea of Silt and was never heard from again. 
  Campaign Use 
  There are two principle ways to use the Green Rhul in 
  a campaign. The first is to have a villain (probably a 
  halfling, or even a rhul-thaun) show up with it and cause 
  all kinds of trouble. Secondly, the Green Rhul can be the 
  salvation item for a particular danger. For example, the 
  PCs learn that the only way to defeat a kaisharga is with 
  the Green Rhul. The characters are then off and running to 
  find this dangerous artifact. 
  This artifact is dangerous for any PC to use for an 
  extended period of time. Make sure to have the first event 
  of rhulisti transformation or domination be very scary. 
  Eventually they will try destroying the Green Rhul or 
  finding a safe place to abandon it. 
  The druids will always be interested in the Green Rhul. 
  They may actually be able to store it safely. They are 
  certain to oppose anyone abusing it. 
  Abilities 
  In order to be used, a character must get inside first. 
  This is normally done by climbing its back. There is a 
  seam running down its back, from its neck to the base of 
  its spine. It can be open only if the Rhul wishes it so, 
  which it normally does unless occupied. Any Medium or 
  smaller creature can enter it. Once inside, thousands of 
  tiny‖tendrils‖penetrate‖the‖characters’‖skin‖and‖join‖to‖his‖
  nervous system. The Green Rhul can communicate with its 
  host directly through‖ his‖ nervous‖ system.‖ It’s‖ a‖ sort‖ of‖
  biological, non-magic, non-psionic form of telepathy. A 
  host does not need to breathe, eat or drink while inside 
  the Green Rhul (see photosynthesis, above). The host 
  provides the neural hookups that operate its muscles. 
  Without a host, it is incapable of moving. 
  The Rhul comes with two curses, however: Each 
  month a creature uses the artifact, it must make a Will 
  save (DC 12 + number of previous saves) or slowly be 
  turned into a rhulisti. The Rhul was built by and for 
  rhulisti and will slowly transform any owner into one. 
  Additionally, the Green Rhul is an intelligent creature, but 
  not totally in control of its own destiny. It longs to be free. 
  Each month a creature uses the artifact, it must make a 
  Will save (DC 12 + number of previous saves) or be 
  dominated by the artifact. Eventually the tables will be 
  turned and the Green Rhul will have the host as its slave. It 
  can then wander Athas as a free creature, in search of its 
  own destiny. 
  Suggested Means of Destruction 
  •‖The‖touch‖of‖the‖descendent‖of‖the‖first‖true‖druid‖
  will turn the Green Rhul to dust. 
  •‖ A‖ genuine‖ rhulisti‖ (not‖ a‖ halfling‖ descendant‖ or‖
  rhul-thaun) must sacrifice himself to be the final host of 
  the Green Rhul. 
  •‖It‖must‖be‖burned‖by‖the‖breath‖of‖a‖Dragon. 
  The Jade Marquess 
  This strange construct is a dark green ship; it has the face of 
  a rhulisti on its prow that appears alive. It sails on land even 
  though it has no wheels. 
  Jade Marquess, Large 
  CR 6 
  Always NE Large construct (life-shaped construct) 
  Init +0; Senses darkvision 60 ft.; Listen +17, Spot +17 
  Languages Common, Elven, Rhulisti 
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 78 (12 HD); DR 10/— 
  Immune mind-affecting effects, polymorph, psionics 
  Fort +8, Ref +4, Will +7 
  Weakness vulnerability to defiling 
  Speed 20 ft. (loose soil), 30 ft. (silt) 
  
  71 
  Melee bite +13/+8 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +18 
  Atk Option improved grab, Power Attack, swallow 
  whole 
  Abilities Str 19, Dex 10, Con 14, Int 16, Wis 17, Cha 20 
  SQ life-shaped construct traits 
  Feats Alertness, Great Fortitude, Improved Bull Rush, 
  Power Attack, Weapon Focus (bite) 
  Skills 
  Diplomacy 
  +16, 
  Hide 
  -2 
  , 
  Knowledge 
  (geography) +18, Knowledge (history) +18, Listen +17, 
  Spot +17, Survival +13 (+15 to keep from getting lost) 
  Advancement 13—15 HD (Large) 
  Immunity to Psionics (Ex) The Marquess completely 
  resists psionic effects that are subject to power 
  resistance. 
  Improved grab (Ex) To use this ability, the Marquess 
  must hit a creature of one category smaller than it or 
  smaller with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
  If it wins the grapple check, it establishes a hold and can 
  attempt to swallow the opponent in the following 
  round. 
  Swallow Whole (Ex) The Marquess can try to swallow 
  a grabbed Medium or smaller opponent by making a 
  successful grapple check. 
  A 
  swallowed 
  creature 
  takes 
  1d8+4 
  points 
  of 
  bludgeoning damage‖ per‖round‖from‖the‖ Marquess’‖
  gizzard. A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 20 
  points of damage to the gizzard (AC 13). Once the 
  creature exits, internal restructuring closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
  The‖Marquess’‖gizzard‖can‖hold‖1‖Medium, 4 Small, 16 
  Tiny, or 64 Diminutive or smaller opponents. 
   
  Jade Marquess, Huge 
  CR 10 
  Always NE Huge construct (life-shaped construct) 
  Init +0; Senses darkvision 60 ft.; Listen +17, Spot +17 
  Languages Common, Elven, Rhulisti 
  AC 20, touch 8, flat-footed 20 
   (-2 size, +12 natural) 
  hp 120 (16 HD); DR 10/— 
  Immune mind-affecting effects, polymorph, psionics 
  Fort +10, Ref +5, Will +8 
  Weakness vulnerability to defiling 
  Speed 20 ft. (loose soil), 30 ft. (silt) 
  Melee bite +17/+12/+7 (2d6+6) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Atk Option Awesome Blow, improved grab, Power 
  Attack, swallow whole 
  Spell-Like Abilities (CL 8th): 
  1/day—lightning bolt (DC 16) 
  Abilities Str 23, Dex 10, Con 16, Int 16, Wis 17, Cha 20 
  SQ life-shaped construct traits 
  Feats Alertness, Awesome Blow, Great Fortitude, 
  Improved Bull Rush, Power Attack, Weapon Focus 
  (bite) 
  Skills Bluff +17, Diplomacy +18, Hide -4, Knowledge 
  (geography) +21, Knowledge (history) +21, Listen +17, 
  Spot +17, Survival +15 (+17 to keep from getting lost) 
  Advancement 17—23 HD (Huge) 
  Immunity to Psionics (Ex) As Large Jade Marquess. 
  Improved grab (Ex) As Large Jade Marquess. 
  Swallow Whole (Ex) The Marquess can try to swallow 
  a grabbed Medium or smaller opponent by making a 
  successful grapple check. 
  A 
  swallowed 
  creature 
  takes 
  2d8+8 
  points 
  of 
  bludgeoning damage‖ per‖round‖from‖the‖ Marquess’‖
  gizzard. A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 25 
  points of damage to the gizzard (AC 16). Once the 
  creature exits, internal restructuring closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
  The‖Marquess’‖gizzard‖can‖hold 2 Medium, 8 Small, 32 
  Tiny, or 128 Diminutive or smaller opponents. 
   
  Jade Marquess, Gargantuan 
  CR 14 
  Always 
  NE 
  Gargantuan 
  construct 
  (life-shaped 
  construct) 
  Init +0; Senses darkvision 60 ft.; Listen +23, Spot +23 
  Languages Common, Elven, Rhulisti 
  AC 24, touch 6, flat-footed 24 
   (-4 size, +18 natural) 
  hp 180 (24 HD); DR 15/— 
  Immune mind-affecting effects, polymorph, psionics 
  Fort +13, Ref +8, Will +13 
  Weakness vulnerability to defiling 
  Speed 20 ft. (loose soil), 30 ft. (silt) 
  Melee bite +24/+19/+14 (2d8+10) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +18; Grp +36 
  Atk Option Awesome Blow, Empower Spell-Like 
  Ability (lightning bolt), Power Attack 
  Spell-Like Abilities (CL 12th): 
  1/day—crushing hand (+24 touch attack), lightning bolt 
  (DC 16) 
  Abilities Str 31, Dex 10, Con 16, Int 16, Wis 17, Cha 20 
  SQ life-shaped construct traits 
  Feats Alertness, Awesome Blow, Empower Spell-Like 
  Ability (lightning bolt), Great Fortitude, Improved Bull 
  Rush, Iron Will, Power Attack, Weapon Focus (bite) 
  Skills Bluff +26, Concentration +15, Diplomacy +28, 
  Hide -8, Knowledge (geography) +22, Knowledge 
  (history) +21, Listen +23, Spot +23, Survival +21 (+23 to 
  keep from getting lost) 
  Advancement 25—31 HD (Gargantuan) 
  Immunity to Psionics (Ex) As Large Jade Marquess. 
  Improved grab (Ex) As Large Jade Marquess. 
  Swallow Whole (Ex) The Marquess can try to swallow 
  a grabbed Large or smaller opponent by making a 
  successful grapple check. 
  A swallowed creature takes 2d10+10 points of 
  bludgeoning damage‖ per‖round‖from‖the‖ Marquess’‖
  
  72 
  gizzard. A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 25 
  points of damage to the gizzard (AC 19). Once the 
  creature exits, internal restructuring closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
  The‖Marquess’‖gizzard‖can‖hold‖2‖Large, 8 Medium, 32 
  Small, or 128 Tiny or smaller opponents. 
   
  Jade Marquess, Colossal 
  CR 18 
  Always NE Colossal construct (life-shaped construct) 
  Init +3; Senses darkvision 60 ft.; Listen +23, Spot +23 
  Languages Common, Elven, Rhulisti 
  AC 16, touch 1, flat-footed 26 
   (-8 size, -1 Dex, +25 natural) 
  hp 240 (32 HD); DR 15/— 
  Immune mind-affecting effects, polymorph, psionics 
  Fort +18, Ref +12, Will +18 
  Weakness vulnerability to defiling 
  Speed 20 ft. (loose soil), 30 ft. (silt) 
  Melee bite +29/+24/+19 (4d6+12) 
  Space 100 ft.; Reach 30 ft. 
  Base Atk +24; Grp +52 
  Atk Option Awesome Blow, Blind-Fight, Empower 
  Spell-Like Ability (lightning bolt), Power Attack, 
  Snatch 
  Spell-Like Abilities (CL 16th): 
  2/day—crushing hand (+28 touch attack), lightning bolt 
  (DC 16) 
  Abilities Str 35, Dex 8, Con 16, Int 16, Wis 17, Cha 20 
  SQ life-shaped construct traits 
  Feats Alertness, Awesome Blow, Blind-Fight, Empower 
  Spell-Like Ability (lightning bolt), Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Iron Will, 
  Power Attack, Snatch, Weapon Focus (bite) 
  Skills Bluff +29, Concentration +26, Diplomacy +31, 
  Hide -17, Knowledge (geography) +27, Knowledge 
  (history) +27, Listen +23, Spot +23, Survival +24 (+26 to 
  keep from getting lost) 
  Advancement — 
  Immunity to Psionics (Ex) As Large Jade Marquess. 
  Improved grab (Ex) As Large Jade Marquess. 
  Swallow Whole (Ex) The Marquess can try to swallow 
  a grabbed opponent by making a successful grapple 
  check. 
  A swallowed creature takes 4d10+14 points of 
  bludgeoning damage‖ per‖round‖from‖the‖ Marquess’‖
  gizzard. A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 25 
  points of damage to the gizzard (AC 22). Once the 
  creature exits, internal restructuring closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
  The‖ Marquess’‖ gizzard‖ can‖ hold‖ 2‖ Huge, 8 Large, 32 
  Medium, or 128 Small or smaller opponents. 
   
  There is no stranger sight in all of Athas than the Jade 
  Marquess. It is a sailing ship made of a material 
  reminiscent of jade. However, this ship was never meant 
  for the water. Its prow can part the earth as if it were 
  water. It actually sails on land. 
  The Marquess can see, hear, smell, and talk with her 
  face. Her voice is soft and quiet when she is small, but 
  deep and commanding when full-grown. 
  As the Jade Marquess grows, she adds new features. At 
  her smallest size, she is just a twelve-foot canoe. At 20 
  feet, she grows a small mast and sail. At 30 feet a small 
  cabin forms. At her largest, she has three masts, and four 
  deck levels. Each time the Jade Marquess grows, the 
  particular features are different from the time before. 
  History 
  Ironically, a ship that is tailor made for the waterless 
  environment of Athas was made at a time when the world 
  had oceans. The Jade Marquess was a crowning 
  achievement of the nature-masters. 
  History does not say for whom they built it. The elves 
  have the most tales of the Jade Marquess. Their myths hold 
  that when their race was first born and new to the land, 
  they rode upon great beasts that moved through 
  unimaginably large pools of water. 
  Then the Jade Marquess appeared, a gift of an evil lord 
  from the elemental plane of earth. The elves eagerly 
  boarded her and fell prey to her curse. All the land 
  trembled when the living ship and her elven crew broke 
  the horizon. Eventually the captain and his crew 
  sacrificed themselves to the ship. From that day forward, 
  elves have never ridden upon a living creature or ridden a 
  mount. Of course, this is just a myth. There is no way to 
  tell if there is any truth in it. 
  There are a few other legends and tales of the Jade 
  Marquess. One even has it battling the Dragon himself to a 
  standstill. Most historians believe this to be a false tale. 
  Although it is not a battle craft, most of the myths have it 
  appearing in times of war and sailing bravely into battle. 
  Campaign Use 
  The Jade Marquess can be used to create a ghost ship 
  type of story for a campaign. It is best used in the hands 
  of an NPC, because its curse is extremely severe. 
  However, a PC willing to play the part of a cursed captain 
  could have a good time with this Rhul-tal. 
  It will be extremely difficult to hide the Jade Marquess. 
  Everyone that sees it will want it. Elves in particular will 
  seek the ship. Their most ancient legends and myths tell 
  of the evil done by the Jade Marquess. Most elves will seek 
  to destroy her; a few tortured souls may seek to own her. 
  Abilities 
  The Jade Marquess leaves behind a very distinctive 
  wake of furrowed land. She never needs a crew. Whoever 
  is standing at the helm can command all of her sailing and 
  combat functions. 
  The Jade Marquess must devour living flesh to survive. 
  Each week she must consume living creatures with total 
  HD equal to its Hit Dice; if she does, she gains one Hit 
  Dice.‖If‖she‖doesn’t,‖she‖loses‖one‖Hit Dice and shrinks 3 
  feet. She must make a DC 25 Will save or enter a feeding 
  frenzy until she eats enough. While in this state, she 
  
  73 
  ignores‖ her‖ captain’s‖ commands.‖ At‖ 10‖ feet‖ long,‖ she‖
  enters into a state of hibernation, neither eating nor 
  shrinking. 
  Once the captain of the Jade Marquess has sailed her 
  from dawn to dusk of the same day, he is permanently 
  bonded. If he ever steps off her deck for more than a day, 
  he is compelled to return as if under a geas/quest spell. 
  When he eventually dies, he will rise as a venger always 
  in search of the Jade Marquess. The Jade Marquess has twice 
  as many encounters with undead as normal. They are the 
  spirits and corrupt bodies of her former captains and 
  other that she has devoured. 
  Suggested Means of Destruction 
  •‖ The‖ undead‖ spirit‖ of‖ her‖ first‖ captain‖ can‖ sail‖ her‖
  into a large body of water where she will sink and then 
  slowly dissolve. 
  •‖ An‖ elf‖ who‖ is‖ the‖ eldest‖ daughter‖ of‖ an‖ eldest‖
  daughter unto 11 generations must willingly sacrifice 
  herself to be eaten. 
  •‖She‖must‖be‖tricked‖into‖eating‖a‖moonbeam. 
  The Krek-etrac 
  This small chunk of porous stone has its shape and 
  coloration constantly changing, with no discernible pattern. 
  The Krek-etrac 
  CR 6 
  CG Small construct (life-shaped construct, psionic) 
  Init +6; Senses blindsight 60 ft.; Listen +7, Spot +7 
  Languages understands Rhulisti; telepathy 20 ft. 
  AC 21, touch 13, flat-footed 19; Dodge 
   (+1 size, +2 Dex, +8 natural) 
  hp 85 (10 HD) 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerability to defiling 
  Speed 10 ft. (2 squares) 
  Melee slam +7/+2 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +2 
  Atk Options Combat Reflexes 
  Special Actions alternate form, chameleon skin 
  Psi-Like Abilities (CL 10th): 
  1/day—adapt body 
  3/day—biofeedback (DR 4/—*), body adjustment (3d12*) 
  *Includes augmentation for the Krek-etrac’s‖manifester 
  level. 
  Abilities Str 8, Dex 15, Con 18, Int 16, Wis 10, Cha 14, 
  Ego 18 
  SQ amorphous, bestow abilities 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative 
  Skills Bluff +12, Climb +4, Diplomacy +9, Disguise +12 
  (+14 acting)*, Hide +11, Intimidate +4, Knowledge 
  (history) +8, Knowledge (nature) +5, Listen +7, Spot 
  +7, Survival +5 
  *When using its alternate form ability, the Krek-etrac 
  gets an additional +10 circumstance bonus on 
  Disguise checks. 
  Advancement — 
  Amorphous (Ex) The Krek-etrac in its natural form has 
  immunity to poison, sleep, paralysis, polymorph, and 
  stunning effects. It is not subject to critical hits and, 
  having no clear front or back, cannot be flanked. 
  Alternate Form (Su) The Krek-etrac can assume any 
  form of Medium size or smaller as a standard action. 
  This ability functions as the metamorphosis power (ML 
  10th), except that the Krek-etrac does not regain hit 
  points for changing form. A Krek-etrac can remain in 
  its alternate form until it chooses to assume a new one 
  or return to its natural form. 
  Bestow Abilities (Ex) When grafted to a host, its host 
  can use any of the Krek-etrac's special qualities as a 
  standard action. Using the alternate form special 
  quality in this way takes a full-round action and 
  provokes an attack of opportunity. 
  Chameleon Skin (Ex) The Krek-etrac has an enormous 
  degree of control over its pigmentation. This ability 
  grants a +10 racial bonus to all Hide checks, when 
  using camouflage to conceal itself. 
  Skills The Krek-etrac has a +4 racial bonus on Bluff and 
  Disguise checks. 
   
  The Krek-etrac is an amorphous life-shaped creature 
  that can freely alter its shape. The Krek-etrac in its natural 
  form is a 6-inch cone that resembles a porous, dirty-white 
  stone. In this form, the Krek-etrac can slither about like an 
  ooze and can attack with a pseudopod. It weighs about 10 
  pounds. 
  History 
  The Krek-etrac was initially designed as a way for 
  nature-masters to infiltrate the ranks of the nature-
  benders, in one of the first attempts to come up with the 
  mimicskin graft (page 59). At some point, one of the first 
  rhulisti that started developing psionic abilities, which he 
  managed to keep them hidden for quite a while, a wilder 
  by the name Yash-oahr Ruthe, gave it intelligence and 
  named the item Krek-etrac, "ultimate shifter" in Rhulisti. 
  The result was a failure, since the Krek-etrac refused to 
  stay in a particular disguise for long. Eventually, the user 
  was discovered and killed, while the Krek-etrac has been 
  switching users ever since. 
  A‖House‖M’Ke‖agent‖named‖Lakul‖Del‖found‖the‖Krek-
  etrac when one of the many aftershocks that shook the 
  Tablelands after the Great Earthquake unearthed an 
  ancient rhulisti settlement. Lakul Del was lucky enough to 
  retrieve the Rhul-tal just before the entire complex was 
  swollen by another aftershock. 
  After enjoying the item's many abilities, which helped 
  to get by many templars inspections, Lakul has started to 
  become insane with the item's never-ending mood swings 
  and changes of shape. He finally parted with the item 
  when he managed to sell it to another M’Ke‖trader,‖never‖
  looking back. 
  Campaign Use 
  The Krek-etrac constantly changes his mind or alters 
  his opinion. Its mind is a frenzy of activity, a mercurial 
  pool of swirling chaos. It has a very strong personality 
  
  74 
  and believes itself to be superior to every nonrhulisti 
  creature. 
  The Krek-etrac refuses to talk about the Blue Age or 
  about anything in the laboratory it was found, since it 
  finds‖ it‖ ‚boring‛‖ and reveals information only after a 
  great deal of insistence. 
  Suggested Means of Destruction 
  •‖It‖must‖be‖stopped‖from‖changing‖its‖shape‖for‖one‖
  week. 
  •‖Another‖wilder‖with‖a‖mind‖as‖chaotic‖as‖the‖Krek-
  etrac to serve as its final host. 
  The Last Tree 
  This magnificent tree is so tall its top is surrounded by 
  mists. Its diameter is around 40 feet, with leaves the size of a 
  dwarf. It has the bark of an oak, the leaves of a maple, and is the 
  size of a redwood. 
  The Last Tree 
  CR 21 
  Usually NG Colossal plant (psionic) 
  Init -5; Senses low-light vision; Listen +22, Spot +22 
  Languages Halfling, Rhulisti 
  AC 15, touch 5, flat-footed 15 
   (-8 size, -5 Dex, +18 natural) 
  hp 265 (21 HD); DR 10/slashing 
  Resist fire 5; PR 32, SR 32 
  Immune plant immunities 
  Fort +19, Ref ―, Will +13 
  Weakness vulnerability to defiling 
  Speed 0 ft. 
  Melee none 
  Space 30 ft.; Reach 30 ft. 
  Base Atk +15; Grp ― 
  Atk Option Empower Psi-like ability (energy missile), 
  Quicken Psi-like ability (energy missile) 
  Psi-Like Abilities (CL 20th): 
  1/day—psionic restoration, restore extremity, synesthete 
  3/day—antidote simulation (20 cubic ft., immediate 
  action*), body purification (17 points*), body adjustment 
  (8d12*), concentrate water, control air (60 mph*), energy 
  missile (20d6 electricity only, DC 25*) 
  *Includes‖ augmentation‖ for‖ the‖ Last‖ Tree’s‖ manifester 
  level. 
  Abilities Str ―, Dex ―, Con 24, Int 20, Wis 21, Cha 18 
  SQ plant traits 
  Epic Feats Epic Skill Focus 
  Feats Ability Focus (energy missile), Alertness, Diehard, 
  Empower Psi-like ability (energy missile), Iron Will, 
  Quicken Psi-like ability (energy missile), Toughness 
  Skills Concentration +23, Diplomacy +24, Heal +15, 
  Hide -5*, Knowledge (history) +29, Knowledge (life-
  shaping) +39, Knowledge (geography [Forest Ridge]) 
  +15, Knowledge (nature) +31, Listen +22, Spot +22, 
  Survival +17 (+19 to avoid natural hazards) 
  *The Last Tree has a +16 racial bonus on Hide checks. 
  Advancement — 
   
  The Last Tree is a magnificent tree that stands at the 
  top of the highest mountain of the Forest Ridge. 
  History 
  Over 14,000 years ago, the Brown Tide began 
  sweeping over the land, destroying the land of the rhulisti 
  and bringing to an end the Blue Age. As the lands 
  surrounding‖ Tyr’agi‖ (region‖ known‖ today‖ as‖ the‖ Tyr‖
  Valley) were about to be destroyed by the foul tide, a 
  powerful nature-master by the name of Sull gathered a 
  thousand of his kin and fled to the lands beyond the forest 
  ridge—taking with them the cherished knowledge of their 
  life-shaped creations. However, nature-benders pursued 
  Sull and his charges, wanting the secrets of the living 
  creations for themselves. 
  In the battle that followed, only 300 rhulisti and a 
  small portion of the knowledge survived. The remainder 
  gave their lives so the rest would survive, including Sull. 
  Mortally injured amidst the mountains of the Forest 
  Ridge, the nature-master crawled his way to near the top 
  of an unnamed mountain. On a ridge overlooking the 
  foliage of the forest beyond the mountains, Sull thrust his 
  arms into the soil and uttered words never again heard 
  upon Athas—and shaped himself into a tree. 
  Small and unremarkable at first, the being that was 
  once Sull watched many other trees around him sprout 
  from seeds and die of old age over the next dozen 
  centuries—all the while growing taller and broader than 
  any other tree on Athas. The mind that was once Sull 
  lived on in the heart of the tree, retaining the last 
  knowledge of the nature-masters. The Last Tree is a 
  combination of a living artifact and what was once Sull. It 
  is the Last Tree’s‖ hope‖ that‖ one‖ day‖ it‖ can‖ pass‖ on‖ its‖
  knowledge to restore Athas once again to a Blue Age. 
  About the time the Cleansing Wars were to change 
  Athas forever, a lone halfling hunter became lost in the 
  mountains of the Forest Ridge, following a terrible battle 
  with a bulette, and stumbled upon the Last Tree. The 
  halfling,‖
  named‖
  Too’lane,‖
  marveled‖
  at‖
  the‖
  truly‖
  magnificent tree, believing it to be the last thing he would 
  ever‖see.‖As‖Too’lane‖was‖about‖to‖expire‖from‖the‖effects‖
  of his wounds, the Last Tree bent a branch down and 
  restored him to perfect health. 
  The‖ need‖for‖rest‖prevented‖Too’lane‖ from‖returning‖
  to his village for several days, and the Last Tree took this 
  time to study the halfling warrior—it was extremely 
  disappointed. Halflings had lost their way in the 
  thousands of years since the end of the Blue Age. The 
  halflings of the Forest Ridge had become a savage race, 
  forgetting all the nature-masters had strived to learn. The 
  tree that was Sull wept at this, and water poured down 
  upon‖Too’lane as he rested. Looking up to see a clear blue 
  sky, the halfling warrior wondered what could have 
  produced the water. 
  Days‖ later‖ Too’lane‖ left,‖ but‖ he‖ remembered‖ the‖
  massive tree. He told his tale to the elders of his village 
  upon‖his‖return.‖Too’lane‖returned to the Last Tree weeks 
  later, along with several elders and a powerful rain cleric 
  of their village. The cleric dropped to her knees after 
  beholding the Last Tree, for to her what was once the 
  nature-master was the greatest thing she had ever seen. 
  The rain cleric named Dew remained behind, staying with 
  the Last Tree for the rest of her life. 
  
  75 
  Over the next 2,000 years halfling rain clerics from 
  throughout the Forest Ridge came to the Last Tree to learn 
  from the living artifact. The Last Tree realized that its 
  dream of restoring the Blue Age to Athas was not lost, 
  and began to share its knowledge with its former kin. It is 
  thought that Nok may have learnt from the living artifact, 
  and it may have been where he obtained the Heartwood 
  Spear. 
  The location of the Last Tree is one of the most closely 
  guarded secrets of the halflings. Even renegade halflings 
  who know of the living artifact do not speak of it to 
  anyone outside of their race. They fear all of its power and 
  knowledge would be lost should non-halflings discover 
  its location. The sorcerer-kings in particular would love to 
  discover the location of this Blue Age relic. 
  Campaign Use 
  The Last Tree is the greatest Rhul-tal left on Athas. It 
  possesses great knowledge regarding the life-shaped 
  items. However, the Last Tree is very selective about who 
  receives‖its‖knowledge.‖Since‖its‖contact‖with‖Too’lane,‖the‖
  Last Tree has learned of humans, and has chosen not to 
  deal with them—it only communicates with halflings. 
  Should halflings come into contact with one of the Rhul-
  tal, they could bring it to the Last Tree to gain insight into 
  what‖it‖is‖that‖they’ve‖found. 
  The Last Tree could serve as a repository of ancient 
  knowledge for a campaign; however, remember that it 
  would have little information on things created after the 
  Blue Age other than what it has been told by halfling 
  visitors. 
  Should characters be able to convince the Last Tree 
  they are worthy to learn its ancient secrets, knowledge is 
  usually presented in cryptic phrases. Wisdom, believes 
  the tree, is what is truly needed to unlock the ancient 
  secrets of the Blue Age. Most non-halflings who encounter 
  the Last Tree are either killed by the living artifact, or the 
  tribe of halflings that live in the valley below. 
  Abilities 
  On the rare occasions the Tree finds a worthy cause, it 
  can permit someone to harvest wood from it. Any item 
  made from the Last Tree is considered a masterwork item 
  and weighs only half as much as a normal wooden item of 
  that type. The armor check penalty of a shield made from 
  the Last Tree is lessened by 3 compared to an ordinary 
  shield of its type. A weapon made from the Last Tree is 
  treated as if it was made from iron and is not considered 
  to be made from inferior materials (DS3 49). However, for 
  purposes of harming creatures with damage reduction, a 
  weapon made from the Last Tree is not treated as being 
  made from metal. 
  Wood from the Last Tree has 10 hit points per inch of 
  thickness and hardness 10. 
  Suggested Means of Destruction 
  •‖ The‖ mountain‖ on‖ which‖ the‖ Last Tree rests erupts, 
  and the tree is destroyed. 
  •‖ Preventing‖ the‖ tree‖ from‖ receiving‖ sunlight‖ for‖ 72‖
  hours. 
  The Ma-Kat Mannequin 
  This is a life-sized statue of a rhul-thaun. Its body is carved 
  with hundreds of finely crafted intricate green and blue tattoos. 
  Ma-Kat Mannequin 
  CR 15 
  Usually N Small construct (life-shaped construct) 
  Init +3; Senses Listen +20, Spot +20 
  Languages Rhulisti 
  AC 34, touch 14, flat-footed 31 
   (+1 size, +3 Dex, +20 natural) 
  hp 120 (16 HD); DR 15/— 
  Immune disease, magic, poison, paralysis, psionics, 
  sleep effects, stunning 
  Fort +11, Ref +10, Will +12 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee none 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +9 
  Atk Option slay host 
  Abilities Str 12, Dex 17, Con 16, Int 19, Wis 18, Cha 17 
  SQ life-shaped construct traits 
  Feats Alertness,‖ Drake’s‖ Child,‖ Great Fortitude, Iron 
  Will, Lightning Reflexes, Stealthy 
  Skills Climb +15, Escape Artist +22, Hide +28, Jump +14, 
  Listen +20, Move Silently +24, Spot +20 
  Advancement — 
  Immunity to Magic (Ex) The Ma-Kat Mannequin is 
  immune to any spell or spell-like ability that allows 
  spell resistance. 
  Immunity to Psionics (Ex) The Mannequin completely 
  resists psionic effects that are subject to power 
  resistance. 
  Slay Host (Ex) As a full-round action, the Mannequin 
  can‖ slay‖ its‖ host‖ instantly‖ by‖ making‖ the‖ host’s‖
  wooden heart stop beating and then ripping it away. 
   
  The Mannequin appears to be some sort of hard wood. 
  A careful observer will notice that its chest rises and falls, 
  as if it were breathing. In fact, all normal vital signs are 
  present. It breathes, its heart beats, it is warm to the touch, 
  etc.‖ However,‖ the‖ Mannequin’s‖ eyes‖ never‖ blink,‖ and‖ it‖
  never eats, drinks or excretes. 
  The Mannequin speaks Rhulisti, but rarely chooses to 
  do so. 
  History 
  The origin of the Ma-kat Mannequin may never be 
  learned. Its first appearance is in an ancient story told by 
  the rhul-thaun. In the story, a master life-shaper named 
  Ma-kat found the Mannequin and fathomed some of its 
  secrets. She used the Mannequin to rule over the rhul-
  thaun for many years. Then one morning she was found 
  dead, her heart torn out and missing. The Mannequin was 
  gone and never seen again by the rhul-thaun. 
  In all of the tales and legends of the Mannequin, it has 
  never been seen to move. Yet most of these tales relate 
  mysterious happenings where the Mannequin is found 
  not where it was left when no person could have moved 
  
  76 
  it. In many of these stories, the owner of the Mannequin is 
  found slain in some gruesome manner. 
  The Ma-kat Mannequin is never found with any grafts 
  on it. Nobody knows what happens to the grafts it last 
  had. Old wives tales say it eats them. Others say it 
  devours the life force of its previous owner as well. 
  Tar‖ T’ak,‖ an‖ owner‖ that‖ had‖ possession‖ of‖ the‖
  Mannequin for an unusually long time claimed he could 
  understand‖ its‖ silence.‖ Of‖ course,‖ Tar‖ T’ak‖ was‖ also‖
  thought to be insane for most of his life. 
  Campaign Use 
  This rather grisly Rhul-tal is best used by a villain 
  NPC.‖The‖certainty‖of‖the‖owner’s‖death‖makes‖it‖a‖poor‖
  choice for a player character. The easiest way to control 
  this is to not let the PCs find out how to become symbiotic 
  hosts. The next best way is to let them find out the exact 
  consequences of owning the Mannequin. 
  The rhul-thaun are particularly interested in this relic. 
  The life-shapers of that lost society believe the Ma-kat 
  Mannequin holds secrets that will allow them to reclaim 
  their lost heritage. They think that with it, they can 
  rebuild the Blue Age and restore the reign of the rhulisti. 
  Abilities 
  A DC 20 Search check reveals a secret compartment in 
  the center of its chest. Inside this compartment is a 
  wooden heart—a beating wooden heart. 
  To activate the Mannequin, a character must remove 
  his own heart and place it where the wooden one is. 
  Obviously, the character does not survive the removal of 
  his own heart. 
  However,‖if‖the‖Mannequin’s‖heart‖is‖placed‖inside‖the‖
  chest of the character within an hour of his death, he is 
  restored to life (no Constitution loss). In a few hours, the 
  wound is completely healed over and the wooden heart is 
  beating steadily. He is now a symbiotic host. 
  Any graft will adhere to the Mannequin. The 
  symbiotic host of the Mannequin finds himself with all 
  the abilities of the grafts, even though they are attached to 
  the Mannequin and not to himself (the host does not 
  receive any negative level for excess grafts). Even grafts 
  such as the armblade function normally. The symbiotic 
  owner can swing his arm and cause damage to nearby 
  victims even though there is nothing there. However, its 
  invisible edge can be felt. This is not a magical or psionic 
  effect and works normally under an antimagic or 
  antipsionic field. How the Mannequin operates is a total 
  mystery. 
  Eventually the Mannequin will kill its owner. Each 
  month there is a cumulative 1% chance the Ma-kat 
  Mannequin will retrieve its wooden heart and vanish. 
  Suggested Means of Destruction 
  •‖A‖kiss‖from‖the‖daughter‖of‖a‖barren‖woman. 
  •‖Burn‖it‖in‖the‖heart‖of‖the‖Cerulean‖Storm. 
  •‖Throw‖its‖wooden‖heart‖into‖the‖sun. 
  •‖Fill‖in‖the‖carved‖tattoos‖with‖the‖blood‖of‖a‖rhulisti. 
  The Rvk’chœl 
  This thick collar has a large section containing a dreadful 
  eye. It is covered by a dark, scaly gray skin whose surface slowly 
  pulses with life. The eye appears as an ebony pupil amidst a 
  swirling green mass. 
  The‖Rvk’chœl 
  CR 8 
  Always CE Tiny construct (life-shaped construct) 
  Init +2; Senses Listen +9, Spot +10 
  Languages understands Rhulisti 
  AC 20, touch 14, flat-footed 18 
   (+2 size, +2 Dex, +6 natural) 
  hp 75 (10 HD); fast healing 5 
  PR 25; SR 25 
  Fort +10, Ref +5, Will +8 
  Weakness vulnerability to defiling 
  Speed 10 ft. (2 squares) 
  Melee bite +9 (1d3-2) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +7; Grp +25* 
  Atk Option graft 
  Special Action enthrall 
  Spell-like Abilities (CL 10th): 
  1/day—cure 
  moderate 
  wounds 
  (host 
  only), 
  lesser 
  restoration 
  Abilities Str 2, Dex 15, Con 16, Int 12, Wis 16, Cha 14 
  SQ life-shaped construct traits, host protection, plant 
  invisibility 
  Feats Alertness, Improved Natural Attack, Iron Will, 
  Stealthy, Weapon FinesseB 
  Skills Knowledge (history) +6, Knowledge (nature) +6, 
  Hide +18, Listen +9, Move Silently +14, Spot +10, 
  Survival 
  +3 
  (+5 
  in 
  aboveground 
  natural 
  environments) 
  Advancement — 
  Enthrall (Ex) While‖the‖Rvk’chœl‖is‖grafted‖to‖its‖host‖
  and the host is asleep, the host acts as if dominated. 
  So‖ long‖ as‖ the‖ Rvk’chœl‖ remains‖ grafted‖ with‖ the‖
  victim, the domination remains in effect, even if a 
  check would normally indicate that the effect is 
  broken. 
  Graft (Ex) If‖ the‖ Rvk’chœl‖ hits‖ with‖ a‖ bite attack, it 
  sends tendrils that burrows into the skin at the collar 
  bone.‖A‖grafted‖Rvk’chœl‖is‖effectively‖grappling‖its‖
  prey.‖ The‖ Rvk’chœl‖ loses‖ its‖ Dexterity bonus to AC 
  and has an AC of 13, but holds on with great tenacity. 
   A‖grafted‖Rvk’chœl‖can‖be‖removed‖only‖by‖killing‖its‖
  host or with a wish or reality revision effect. 
   *The‖ Rvk’chœl‖ has‖ a‖ +24‖ racial bonus on grapple 
  checks (already figured). 
  Host Protection (Ex) When in control of a host, the 
  Rvk’chœl‖is‖treated‖as‖an‖attended‖magic‖item‖for‖the‖
  purpose of making saving throws, even if the 
  Rvk’chœl‖is‖specifically‖targeted. 
  Plant Invisibility (Su) Plants cannot see, hear, or smell 
  the‖ Rvk’chœl.‖ Even‖ extraordinary or supernatural 
  sensory capabilities, such as blindsense, blindsight, 
  scent, and tremorsense, cannot detect or locate the 
  Rvk’chœl.‖Plants‖simply‖act‖as‖though‖the‖Rvk’chœl‖is‖
  not‖ there.‖ This‖ effect‖ does‖ not‖ end‖ if‖ the‖ Rvk’chœl‖
  
  77 
  attacks. 
  Skills The‖ Rvk’chœl has a +8 racial bonus on Move 
  Silently checks. 
   
  The‖ Rvk’chœl‖ (pronounced‖ rak—coal) is a parasite 
  created by nature-benders during the First of Wars that 
  attaches itself to a living host. 
  History 
  The‖Rvk’chœl‖is‖the‖last‖of‖its‖kind.‖Intelligent,‖corrupt 
  creatures feeding off the evil thoughts and emotions of 
  their‖hosts,‖only‖a‖handful‖of‖the‖Rvk’chœl‖have‖survived‖
  the‖ rigors‖ of‖ the‖ various‖ Ages.‖ Only‖ one‖ Rvk’chœl‖ has‖
  survived to see the Brown Age. 
  The‖last‖Rvk’chœl‖has‖survived‖the‖years‖by‖carefully‖
  choosing‖ its‖ hosts.‖ Until‖ the‖ 188th‖ King’s‖ Age,‖ the‖
  Rvk’chœl‖has‖remained‖in‖the‖Ringing‖Mountains,‖being‖
  passed down from generation to generation of the Ogo 
  village. When the halfling chief Urga-Zoltapl formed an 
  alliance‖with‖Hamanu,‖the‖Rvk’chœl‖traveled out into the 
  Tablelands‖with‖Urga’s‖eldest‖son‖Ykaa-Zoltapl. 
  Once‖ away‖ from‖ the‖ Forest‖ Ridge‖ the‖ Rvk’chœl‖
  realized the extent of evil capable by the Rebirth races, 
  and at the earliest opportunity caused the death of Ykaa 
  and disappeared into the Tablelands. 
  Campaign Use 
  Like many other Rhul-tal,‖the‖Rvk’chœl‖should‖not‖be‖
  haphazardly introduced into a campaign. Anyone 
  possessing‖the‖Rvk’chœl‖eventually‖turns‖evil,‖and‖would‖
  then be considered an NPC under the control of the DM. 
  Probably the best way to introduce‖ the‖ Rvk’chœl‖
  would be to put it in the hands of a good NPC the players 
  know and slowly witness as he turns evil. 
  Abilities 
  While‖ the‖ host‖ of‖ the‖ Rvk’chœl‖ sleeps,‖ the‖ Rhul-tal 
  seeks‖ to‖ commit‖ acts‖ of‖ great‖ evil‖ against‖ the‖ host’s‖
  comrades or other innocent‖ beings.‖ The‖ Rvk’chœl‖ does‖
  not allow its host to have any other life-shaped items on 
  the‖host’s‖body‖and‖destroys‖them‖while‖he‖has‖control‖of‖
  the host. When the host awakes, he has no memory of 
  what occurred while he was sleeping. 
  Suggested Means of Destruction 
  •‖If‖bathed‖in‖the‖waters‖of‖the‖Last‖Sea,‖it‖dissolves‖
  like salt. 
  •‖Held‖in‖the‖hands‖of‖an‖avangion‖for‖a‖week. 
  The Skin of Hanuk 
  This macabre Rhul-tal is a graft. This item has the skin 
  of its last user, therefore its appearance change after each 
  victim‖that‖falls‖to‖the‖item’s‖curse. 
  History 
  Hanuk was a powerful evil and corrupt nature-bender 
  with complete disregard for the suffering of others who 
  also enjoyed using himself as a test subject. He eventually 
  managed to make his own skin into a complex and 
  powerful life-shaped item. His peers were so fascinated 
  with this ability that they eventually turned against him 
  and skinned him entirely in order to better study the 
  process. 
  Campaign Use 
  The Skin of Hanuk is a powerful item that comes with a 
  great cost, since to be effective you need to assimilate 
  intelligent creatures, a process that slowly becomes 
  addictive and turns the PC into an evil NPC. Perhaps the 
  best approach for this item would be to put into the hands 
  of a NPC the characters know and slowly witness his 
  change. The PCs would then need to find a way to help 
  the NPC, either by removing the Skin, or destroying it. 
  Abilities 
  Type: External 
  Location: Torso. 
  Adaptation: You become nauseated during the 
  grafting process. 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: 4/one-quarter of your maximum 
  hit points. 
  Weight: 3 lb. 
   
  The appearance of this item, and its nature, is nightmarish, 
  for it is the flayed skin of an unknown being. The skin is 
  leathery, dotted with scales, chitin plates and other animalistic 
  protrusions. 
   
  To don the Skin of Hanuk a character must be 
  completely naked, with no equipment or other items on 
  his body or held in his hands. Donning the skin takes 1 
  minute, after which it burns into the underlying skin, an 
  intensely painful process that takes 1d4 hours to 
  complete; the wearer takes 2d4 points of damage at the 
  beginning of the process, and is nauseated until the 
  process is complete. The wearer can stop the grafting 
  process at any time before it is completed by making a 
  successful DC 12 grapple check. Stopping the process 
  after it has begun deals an additional 2d4 points of 
  damage as the Skin of Hanuk is forcefully ripped from the 
  wearer’s‖ flesh.‖ As‖ soon‖ as‖ the‖ grafting is complete, the 
  abilities of the Skin of Hanuk can be used. The artifact does 
  not impart knowledge of its abilities to its wearer. Only 
  living Small or Medium humanoids can don the Skin of 
  Hanuk, and once the item has completed its grafting 
  process it can only be removed by miracle, reality revision, 
  or wish; any other method of removal will result in the 
  death of the wearer. Should the wearer die, the item will 
  slowly absorb their corpse over the course of 24 hours; 
  during this time the Skin may be removed from the body 
  without further injury, allowing the creature to be 
  restored to life via raise dead, although if the Skin is not 
  removed within 24 hours the body will be completely 
  destroyed, requiring more potent spells such as true 
  resurrection to restore the creature to life. 
  While wearing the Skin of Hanuk any living creature 
  touched is‖ partially‖ assimilated‖ into‖ the‖ wearer’s‖ form,‖
  taking 5d6 points of damage per round. This ability 
  
  78 
  requires a melee touch attack that does not provoke an 
  attack of opportunity. A creature reduced to 0 or fewer hit 
  points by this ability is killed, their body entirely 
  assimilated into that of the wearer. (An assimilated 
  creature’s‖equipment‖is‖unaffected,‖falling‖to‖the‖ground‖
  where they last stood.) 
  A creature partially assimilated (that is, a creature that 
  has at least 1 hit point following the use of this ability) 
  grants the Skin’s wearer a number of temporary hit points 
  equal to half the damage dealt for 1 hour. These 
  temporary hit points are cumulative with those gained by 
  subsequent uses of this ability. A creature that is 
  completely assimilated grants the wearer a +4 bonus to 
  each ability score for 1 hour in addition to these 
  temporary hit points. 
  At the end of the 1-hour period, a creature that is 
  completely assimilated bestows two permanent boons to 
  the Skin’s wearer: +1 hit point and a +1 racial bonus to the 
  ability score in which the assimilated creature had his 
  highest score (only if that score was higher than the 
  wielder). The racial bonus stacks with any other racial 
  bonuses provided by fully-assimilated creatures, but do 
  not stack with any racial bonuses provided by the 
  wearer’s‖ race;‖ use‖ the‖ highest‖ appropriate‖ bonus‖ if‖ the‖
  skin grants a racial bonus that the wearer already has. The 
  bonus‖ hit‖ point‖ likewise‖ stacks,‖although‖ the‖ character’s‖
  total hit points can never exceed the total possible based 
  on their character class, racial Hit Dice, and Constitution 
  bonus. 
  For 
  instance, 
  a 
  2nd-level 
  fighter 
  with a 
  Constitution score of 18 could not exceed 28 hit points 
  total (10 max per d10 Hit Die, plus 4 per level for 
  Constitution). 
  The Skin’s wearer gains some resemblance to creatures 
  completely assimilated, each creature imparting some of 
  its appearance to his own in a synergy of form: a dwarf 
  might give him a stocky build, a braxat its spines, and a 
  rasclinn its metallic hide. More than that, however, when 
  assimilating a living humanoid or monstrous humanoid 
  of Large or smaller size, the wearer permanently gains the 
  benefits of a single physical feature of the assimilated 
  creature. The assimilated feature must be either natural 
  armor, a natural attack or an extraordinary ability; a 
  feature relying on an appendage that the wearer does not 
  possess cannot be gained. A newly gained physical 
  feature of a type already possessed, such as gaining 
  natural armor twice, overlaps (does not stack with) the 
  previously gained physical feature of the same type. The 
  feature gained is random and determined by the DM. 
  Supernatural, psi-like, and spell-like abilities and class 
  features cannot be gained in this fashion. If the feature 
  gained allows a saving throw, the wearer uses his own 
  ability score to determine the save DC. Natural attacks 
  inflict‖damage‖relative‖to‖the‖wearer’s‖size‖(MM 296). 
  Whenever the wearer of the Skin of Hanuk assimilates a 
  creature, be it partially or completely, the wearer is also 
  affected by certain conditions that may plague the target. 
  Diseases, drugs, and poisons present in the body of the 
  assimilated creature affect the wearer, as do the following 
  conditions: Blinded, deafened, nauseated, and sickened. 
  The skin’s wearer is allowed no saving throw to avoid any 
  of these, any immunity to disease, drugs, poisons or 
  conditions remain in effect. 
  Complete assimilation of a creature is a taxing process 
  for the wearer of the Skin of Hanuk. Each day, the wearer 
  can completely assimilate as many creatures as the wearer 
  Constitution modifier (minimum 0); subsequent complete 
  assimilations provide the wearer with no permanent 
  boons, nor does the wearer gain physical features of the 
  assimilated creatures. 
  Artifact Possession 
  Assimilating creatures who do not pose a direct threat 
  to the Skin’s wearer is a selfish, evil act, and may result in 
  the‖ wearer’s‖ alignment‖ shifting‖ towards‖ chaotic‖ evil‖ (at‖
  DM’s‖ discretion).‖ PCs who suffer an alignment shift of 
  more than one step (lawful to chaotic or good to evil) 
  become NPC’s‖ under‖ the‖ DM’s‖ control, obsessed with 
  acquiring further personal power at the expense of all 
  others. 
  Suggested Means of Destruction 
  ●‖The‖item‖will‖crumble‖to‖dust‖if‖the‖wearer‖becomes‖
  undead. 
  ●‖ The‖ item‖ must‖ be‖ left‖ undisturbed‖ for‖ one‖ King’s‖
  Age. 
  The Spirit Wombs 
  There are four known Spirit Wombs, one of each 
  element. Each has a different shape. 
  Each Spirit Womb holds an elemental spirit of the land 
  imprisoned inside it. How this can be is unknown. Most 
  of the powers of the Womb are derived from the trapped 
  spirit. All of them have humanoid heads. The Spirit 
  Wombs can speak, and will attempt to convince their 
  owners toward highly ecological goals, like those of the 
  druids. 
  Each Spirit Womb has an elemental opposite. Air 
  opposes earth, and fire opposes water. Elementally 
  opposite wombs cannot abide one another. A womb will 
  refuse to be owned by a creature that already owns its 
  opposite. However, any other pairing is allowed. 
  Air Spirit Womb 
  A snake-like creature comes flying above you. Its body is a 
  pale blue and it has a humanoid face. 
  Air Spirit Womb 
  CR 12 
  Always N Huge construct (air ,life-shaped construct) 
  Init +9; Senses Listen +29, Spot +15 
  Languages Auran, Common 
  AC 37, touch 17, flat-footed 28; Dodge, Mobility, air 
  mastery 
   (-2 size, +9 Dex, +20 natural) 
  hp 136 (16 HD); fast healing 5; DR 10/— 
  Immune criticals, poison, sleep effects, paralysis, 
  stunning 
  Fort +9, Ref +14, Will +8 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares), fly 20 ft. (perfect); Spring 
  Attack 
  
  79 
  Melee bite +20/+15/+10 (2d6+4) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +24 
  Atk Option Combat Reflexes 
  Spell-Like Abilities (CL 12th): 
  At will—create element (air), whispering wind (owner 
  only) 
  3/day—control winds (DC 17), gust of wind (DC 14) 
  1/day—cloudkill (DC 17), wind wall 
  1/week—summon nature’s ally V (air elementals only) 
  Abilities Str 18, Dex 29, Con 18, Int 18, Wis 17, Cha 14 
  SQ life-shaped construct traits 
  Feats Combat Reflexes, Dodge, Flyby Attack, Mobility, 
  Spring Attack, Weapon Finesse 
  Skills Escape Artist +34, Hide +13, Knowledge (nature) 
  +25, Knowledge (the planes) +23, Listen +29, Move 
  Silently +34, Spot +15, Survival +14 (+16 in 
  aboveground natural environments; +16/+18 on other 
  planes) 
  Advancement — 
  Air Mastery (Ex) Airborne creatures take a —1 penalty 
  on attack and damage rolls against the Air Spirit 
  Womb. 
  Skills The Air Spirit Womb has a +10 racial bonus on 
  Escape Artist, Listen and Move Silently checks. 
   
  The Air Spirit Womb is a 30-foot long, snake-like 
  creature. Wind can be heard whistling through the length 
  of it. It is colored blue and white, in misty, swirling 
  patterns. 
  The Air Spirit Womb weighs about 800 pounds. 
  Earth Spirit Womb 
  This creature resembles a smaller cha'thrang made of stone 
  and dirt. Its body is brown and gray and has a rough-hewn 
  shell. 
  Earth Spirit Womb 
  CR 12 
  Always N Large construct (earth, life-shaped construct) 
  Init -1; Senses Listen +18, Spot +18 
  Languages Common, Terran 
  AC 28, touch 8, flat-footed 28 
   (-1 size, -1 Dex, +20 natural) 
  hp 168 (16 HD); fast healing 5; DR 10/— 
  Immune criticals, poison, sleep effects, paralysis, 
  stunning 
  Resist stability (+4 against bull rush and trip) 
  Fort +13, Ref +4, Will +9 
  Weakness vulnerability to defiling and sonic 
  Speed 20 ft. (4 squares); earth glide 
  Melee slam +20/+15/+10 (2d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +25 
  Atk Option Awesome Blow, Cleave, Great Cleave, 
  earth mastery, Power Attack 
  Spell-Like Abilities (CL 12th): 
  At will—create element (earth) 
  3/day—stone tell, wall of stone (DC 17) 
  1/day—summon nature’s ally V (earth elementals only) 
  1/week—earthquake, move earth 
  Abilities Str 29, Dex 8, Con 21, Int 18, Wis 17, Cha 14 
  SQ earth glide, life-shaped construct traits 
  Feats Awesome Blow, Cleave, Great Cleave, Great 
  Fortitude, Improved Bull Rush, Power Attack 
  Skills Climb +44, Hide +5, Knowledge (nature) +25, 
  Knowledge (the planes) +23, Listen +18, Spot +18, 
  Survival 
  +23 
  (+25 
  in 
  aboveground 
  natural 
  environments; +25/+27 on other planes) 
  Advancement — 
  Earth Glide (Ex) The Earth Spirit Womb can glide 
  through stone, dirt, or almost any other sort of earth 
  except metal as easily as silt horror swims through 
  silt. Its burrowing leaves behind no tunnel or hole, 
  nor does it create any ripple or other signs of its 
  presence. 
  Earth Mastery (Ex) The Earth Spirit Womb gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a —4 penalty on 
  attack and damage rolls. (These modifiers are not 
  included in the statistics block.) 
  Skills The Earth Spirit Womb has a +16 racial bonus on 
  Climb checks. 
   
  The Earth Spirit Womb is 12 feet in diameter. It is 
  speckled brown and gray, with large, irregular spots. 
  The Earth Spirit Womb weights 3,000 pounds. 
  Fire Spirit Womb 
  This creature resembles a large salamander covered in 
  orange and yellow spines with a humanoid-looking face. 
  Fire Spirit Womb 
  CR 12 
  Always N Large construct (fire, life-shaped construct) 
  Init +7; Senses Listen +19, Spot +19 
  Languages Common, Ignan 
  AC 36, touch 16, flat-footed 29; Dodge, Mobility 
   (-1 size, +7 Dex, +20 natural) 
  hp 136 (16 HD); fast healing 5; DR 10/— 
  Immune criticals, fire, poison, sleep effects, paralysis, 
  stunning 
  Fort +9, Ref +12, Will +9 
  Weakness vulnerability to defiling and water 
  Speed 20 ft. (4 squares); Spring Attack 
  Melee slam +18/+13/+8 (2d6+4 plus 1d8 fire) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Atk Option Combat Reflexes 
  Spell-Like Abilities (CL 12th): 
  At will—create element (fire) 
  3/day—cloudkill (DC 17), wall of fire 
  1/day—summon nature’s ally V (fire elementals only) 
  1/week—fire storm (DC 19) 
  Abilities Str 18, Dex 25, Con 18, Int 18, Wis 17, Cha 14 
  SQ burn (DC 17), life-shaped construct traits 
  Feats  Alertness, Combat Reflexes, Dodge, Mobility, 
  Spring Attack, Weapon Finesse 
  Skills Climb +23, Hide +12, Knowledge (nature) +25, 
  Knowledge (the planes) +23, Listen +19, Move Silently 
  +13, Spot +19, Survival +20 (+22 in aboveground 
  
  80 
  natural environments; +22/+24 on other planes) 
  Advancement — 
  Burn (Ex) The‖ Fire‖ Spirit‖ Womb’s‖ slam‖ attack‖ deals‖
  bludgeoning damage plus fire damage from the 
  Womb’s‖flaming‖body.‖Those‖hit‖by‖a‖Womb‘s‖slam‖
  attack also must succeed on a Reflex save or catch on 
  fire. The flame burns for 1d4 rounds. A burning 
  creature can take a move action to put out the flame. 
  Creatures hitting a Womb with natural weapons or 
  unarmed attacks take fire damage as though hit by 
  the‖Womb’s‖attack,‖and‖also‖catch‖on‖fire‖unless‖they‖
  succeed on a Reflex save. 
  The Womb can suppress this ability as a move action. 
  Immunity to Fire (Ex) While ridden, the Womb grants 
  its immunity to fire to its rider. 
   
  The Fire Spirit Womb is 16 foot long. It is striped red, 
  orange, and yellow. 
  The Fire Spirit Womb weights 800 pounds. 
  Water Spirit Womb 
  You see what appears to be a giant flying egg hovering in 
  your direction. It is blue-green and has a humanoid face under 
  its surface. 
  Water Spirit Womb 
  CR 12 
  Always N Large construct (life-shaped construct, water) 
  Init +4; Senses Listen +20, Spot +20 
  Languages Aquan, Common 
  AC 23, touch 13, flat-footed 19 
   (-1 size, +4 Dex, +20 natural) 
  hp 168 (16 HD); fast healing 5; DR 10/— 
  Immune criticals, poison, sleep effects, paralysis, 
  stunning 
  Fort +11, Ref +11, Will +11 
  Weakness vulnerability to defiling 
  Speed fly 20ft. (good) (6 squares) 
  Melee slam +18/+13/+11 (2d6+7) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +26 
  Atk Option Flyby Attack, water mastery 
  Spell-Like Abilities (CL 12th): 
  At will—create element (water) 
  1/day—cone of cold (DC 17), wall of ice (DC 16) 
  1/week—summon nature’s ally V (water elementals only) 
  1/month—create oasis 
  Abilities Str 24, Dex 18, Con 21, Int 18, Wis 17, Cha 14 
  SQ life-shaped construct traits, water breathing 
  Feats Alertness, Flyby Attack, Hover, Improved Bull 
  Rush, Iron Will, Wingover 
  Skills Escape Artist +17, Hide +13*, Knowledge (nature) 
  +25, Knowledge (the planes) +23, Listen +20, Move 
  Silently +36, Spot +20, Survival +23 (+25 in 
  aboveground natural environments; +25/+27 on other 
  planes) 
  * The Air Spirit Womb has a +8 racial bonus on Hide 
  checks while under water. 
  Advancement — 
  Water Breathing (Ex) While riding, its rider can breathe 
  underwater. 
  Water Mastery (Ex) The Water Spirit Womb gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental takes 
  a —4 penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics block.) 
  Skills The Water Spirit Womb has a +10 racial bonus on 
  Escape Artist and Move Silently checks. 
   
  The Water Spirit Womb is 10 feet in diameter. It is 
  mottled blue and green. 
  The Water Spirit Womb weights 2,000 pounds. 
  History 
  There is much speculation that at one time Athas was 
  filled with life energy and an uncountable number of 
  elemental spirits. This same theory holds that most of the 
  life in the world was created by these spirits. 
  The ancient rhulisti are known to have been masters of 
  the forces of life. Although in their time the elemental 
  spirits would have been far fewer in number than at the 
  birth of the world, they were certainly more numerous 
  than today. It is thought the rhulisti communed with 
  them. 
  Somehow, a power hungry, ancient nature-master 
  created these vessels and caused the elemental spirits of 
  the land to enter them. Only a living creature could hold 
  these spirits. Inanimate objects, no matter how magical, 
  could not contain them. 
  Since that time, the spirits of the land are reluctant to 
  establish any relationship with the life forms of Athas. 
  Many of them fled back to the elemental planes that 
  spawned them. Today the few remaining spirits of the 
  land only trust the druids that are dedicated to protecting 
  them. 
  Campaign Use 
  Like many artifacts and Rhul-tal, the spirit wombs are 
  very powerful and should only be introduced to a 
  campaign after careful forethought. One of the best 
  approaches is to oppose them. A villain acquires one 
  spirit womb and the characters must find one of the 
  others in order to stop him. 
  Druids are certain to oppose anyone with a spirit 
  womb. They are the guardians of the land and commune 
  with the spirits of the land. The druids will not take 
  lightly someone enslaving one of their precious spirits. 
  Abilities 
  The power of the Wombs comes with a curse. For 
  every week of contact, the character must make a Will 
  save (DC 10 + number of saves) or he becomes obsessed 
  by a feature of land with an abundant element of the 
  Womb’s‖ affiliation‖ (for‖ example,‖ a‖ canyon‖ for‖ the‖ Air‖
  Spirit, a quarry for the Earth Spirit, a volcano for the Fire 
  Spirit, and a oasis for the Water Spirit). The character is 
  compelled, as if under a geas/quest spell, to visit this place 
  for at least one full day each month. He will oppose any 
  threats to it, even if it means risking his life. 
  
  81 
  Suggested Means of Destruction 
  •‖Each‖Spirit Womb can be destroyed by taking it to the 
  elemental plane of its opposing element (fire vs. water, air 
  vs. earth) and have the ruling elemental of that plane 
  breathe upon it. 
  •‖Stones‖from‖the‖ sky‖(air);‖breath‖of‖a‖dead‖rhulisti‖
  (earth); tears of a Dragon (fire); and the eternal fires of the 
  Crimson Sun (water). 
  •‖ A‖ character‖ must‖ take‖ possession‖ of‖ all‖ four‖ Spirit 
  Wombs simultaneously. This frees all the spirits of the land 
  and kills their Rhul-tal prisons. 
  The Tongue of Glib the Mad 
  This deceiving Rhul-tal is a graft. It is 4 inches long 
  and weighs 1 pound. 
  History 
  Into every generation is born a person of unusual 
  abilities.‖Par‖L’en‖of‖the‖rhulisti‖could‖talk.‖He‖could‖talk‖
  for hours without a single stutter, stammer, or pause. To 
  make matters worse, everything he said seemed to make 
  sense, at least the way he put it. He could tell anybody 
  almost anything and they would believe him. He quickly 
  gained the nickname Glib. 
  Glib rose to a position of power among the rhulisti. 
  Exactly what that means is not fully understood. It is 
  known he wielded great personal power, similar to that of 
  the templars and psionicists of modern Athas. 
  The more power Glib collected, the more he began to 
  believe in his lies. Therein lies the road to madness. By the 
  time he died, Glib lived in a fantasy world that existed 
  only in his own mind. 
  On his death, the nature-masters removed his tongue 
  and kept it alive. Believing this commonplace organ was 
  responsible‖for‖Glib’s‖unusual‖ability,‖they‖studied‖it‖for‖
  decades, but determined nothing. The Tongue remained a 
  curiosity in the possession of the masters for many 
  centuries. 
  Campaign Use 
  Any NPC leader or politician can make extraordinary 
  use of this artifact. He is certain to have many powerful 
  friends and allies. He need not be personally powerful, 
  although the Tongue of Glib the Mad certainly helps. 
  This Rhul-tal has a very hard curse, because it must be 
  role-played by the PC. A DM must carefully choose to 
  give this to a player who can do the job. A cooperative 
  player can make a campaign truly interesting if he is 
  willing to play along with the curse. 
  Abilities 
  Type: Internal 
  Location: Head. 
  Adaptation: It takes 1d4 minutes for the Tongue to eat 
  its way in place. During this time, you receive a —2 
  penalty on attack rolls, weapon damage rolls, saving 
  throws, skill checks, and ability checks because of the 
  pain. Once grafted, it can only be removed with a miracle, 
  reality revision, or wish. 
  Activation: Standard (manipulation). 
  Hardness/Hit Points: —/5. 
  Weight: 1 lb. 
   
  This object looks like a big black slug. It has a sucker-like 
  mouth on its bigger end. 
   
  If the Tongue’s‖ mouth‖ is‖ pressed‖ against‖ a‖ host’s‖
  tongue,‖it‖grips‖it‖tightly.‖It‖then‖begins‖to‖eat‖the‖host’s‖
  original tongue in order to take its place. 
  Your speech becomes fluent and more believable. This 
  ability work as the glibness spell at caster level 20th, except 
  people only believe your words while they remain in line 
  of effect. Additionally, you can use calm emotions 3/day, 
  charm person 3/day, enthrall 3/day, and hold person 1/day, 
  each at caster level 20th. 
  Artifact Possession 
  The power of the Tongue comes with a curse. Every 
  time the character speaks a deliberate lie, roll d20. On a 
  natural 1, the character believes his own lie (no save). He 
  will see things that are not there if necessary. Make it 
  seem to the player as if the Tongue actually altered 
  reality. If the other players try to convince him otherwise, 
  he thinks this is a special effect that only he can see. 
  Suggested Means of Destruction 
  •‖Bury‖it‖with‖the‖body‖of‖Glib‖the‖Mad. 
  •‖Feed‖it‖to‖an‖honest‖person,‖who‖has‖never‖told‖a‖lie. 
  •‖Its‖host‖must‖not‖speak‖a‖single‖word‖for‖33‖years. 
   
   
  
  82 
   
  C
  Chhaapptteerr  77::  M
  Moonnsstteerrss  
  As I approached those unimaginable precipices, I encountered a sight both wondrous and bizarre. A thing appeared, a creature I 
  suppose, it seemed more bubble than beast, drifting out of the curtains of mist that rose before the cliffs. Attached to its belly was a 
  sort of carriage. Inside this fixture was a lone figure. I took him for a halfling noble. He coaxed the floating creature to land and 
  approached me, I braced myself for a confrontation. 
  —The‖Wanderer’s‖Chronicle 
   
  Anago 
  A lizard-like beast swims through the swamp waters 
  towards you with great paddling sweeps of its broad limbs. This 
  creature has bone plates covering most of its upper body and 
  savage, snapping jaws. 
   
  Anago 
  CR 2 
  Always N Large animal 
  Init +1; Senses low-light vision; Listen +5, Spot +5 
  Languages ― 
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 44 (4 HD) 
  Fort +6, Ref +5, Will +1 
  Speed 20 ft. (4 squares), swim 40 ft. (8 squares) 
  Melee bite +5 (1d8+3) or tail slap +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tail slap) 
  Base Atk +3; Grp +10 
  Atk Options improved grab, swallow whole 
  Abilities Str 17, Dex 12, Con 15, Int 2, Wis 12, Cha 6 
  SQ hold breath 
  Feats Alertness, Skill Focus (Hide) 
  Skills Hide +3*, Listen +5, Spot +5, Swim +12 
   *An anago gains a +4 racial bonus on Hide checks 
  when in the water. 
  Advancement 5―8 HD (Huge) 
  Hold Breath (Ex) An anago can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex) To use this ability, an anago must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the anago 
  establishes a hold on the opponent with its mouth 
  and drags it into deep water with another grapple 
  check (PH 156), where it tries to drown its victim. 
  Swallow Whole (Ex) An anago can try to swallow a 
  grabbed opponent two or more sizes smaller than 
  itself by making a successful grapple check. Once 
  inside, the opponent takes 1d8+6 points of crushing 
  damage plus 4 points of acid damage per round from 
  the‖anago’s‖stomach.‖A‖swallowed‖creature‖can‖cut‖its‖
  way out by using a light slashing or piercing weapon 
  to deal 15 points of damage to the stomach (AC 14). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. A Large anago’s‖interior‖can‖hold‖1‖Small, 2 
  Tiny, 4 Diminutive, or 8 Fine opponents. 
  Skills An anago has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  An anago is a distant relative to the inix, adapted to an 
  environment where water is still abundant, with modified 
  fins‖ to‖ swim‖ the‖ waters‖ in‖ Rajaat’s‖ Swamp.‖ They‖ are‖
  usually employed as mounts or guardian beasts by 
  bvanen. 
  Strategies and Tactics 
  Anagos rely on stealth to approach potential victims, 
  and then lunge with a bite attack, either trying to drown 
  its opponent if on water or trying to swallow whole if 
  over ground. They use their tail slaps only when facing 
  multiple opponents. 
  Sample Encounter 
  An anago might be encountered with more of its kind 
  or in the presence of bvanen. 
  Couple (EL 4): A couple anagos silently prowl the 
  waters of the swamp, looking for unwary prey. 
  Ecology 
  Anagos inhabit warm aquatic climates, and are not 
  found close to civilized areas except when domesticated 
  by bvanen. They hunt fish, turtles and smaller anagos. 
  Their only predators are the humanoid hunters that dwell 
  nearby, mainly bvanen and reggelid hunters. 
  Anagos can live up to 50 years. Their mating season is 
  during the Morrow and Anabasis, when the waters are 
  warmer. A female builds a nest of rotting vegetation. 
  Anagos 
  are 
  oviparous: 
  they 
  hatch 
  their 
  eggs 
  externally, and the young hatch on dry land. A typical 
  clutch contains 20 to 30 hatchlings. The mother watches 
  over them for a few days, but then the young anagos must 
  fend for themselves. A newborn anago is ravenous, 
  quadrupling its size within the first month of life. Its diet 
  during this time consists of fish, insects, snails, and some 
  crustaceans. It reaches adult size within a year. 
  
  83 
  Environment: Anagos exist naturally only in the 
  swamps‖ of‖ the‖ Crimson‖ Savannah‖ especially‖ in‖ Rajaat’s‖
  Swamp, although they could adapt to most warm aquatic 
  environments. 
  Typical Physical Characteristics: A typical anago 
  stands between 12 and 14 feet long and weighs around 
  500 pounds. 
  They have a streamlined body that enables them to 
  swim faster. Their webbed feet allows them to make fast 
  turns and sudden moves in the water. 
   Their coloration helps them hide: juveniles are grey, 
  dark olive, or brown; with darker cross-bands on their tail 
  and body. As they mature, they become darker and the 
  cross-bands fade, especially those on the body. The 
  underbelly is yellowish, and makes high-quality leather. 
  Alignment: Anagos are solely concerned with 
  acquiring sustenance and multiplying. As most animals, 
  they are always neutral. 
  Typical Treasure 
  Being animals, anagos do not collect treasure. 
  For Player Characters 
  Treat an anago as an alternative animal companion 
  available to druids of 7th level or higher. Bvanen rangers 
  like to employ them as mounts and scouts. 
  A spellcaster who wishes to take an anago familiar 
  must have the Improved Familiar feat (DMG 200) and 
  must have an arcane caster level of 7th or higher. 
  Anago Lore 
  Characters with ranks in Knowledge (nature) can 
  learn more about anagos. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  Knowledge (Nature) 
  DC 
  Result 
  14 
  This is an anago, an aquatic version of the inix. This 
  reveals all animal traits. 
  19 
  An anago usually strikes from the murky waters of the 
  swamp with its powerful bite. 
  23 
  Anagos attempt to drag single opponents beneath the 
  waters. 
  Arrowhead Gecko 
  This little lizard is one foot long from snout to tail, it has a 
  triangular head with red eyes and its body is covered in yellow 
  thick scales. 
   
  Arrowhead Gecko 
  CR 1/6 
  Always N Tiny construct (life-shaped construct) 
  Init +3; Senses Listen +2, Spot +2 
  Languages ― 
  AC 17, touch 15, flat-footed 14 
   (+2 size, +3 Dex, +2 natural) 
  hp 2 (1/2 HD) 
  Fort +2, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d2-2) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -10 
  Abilities Str 6, Dex 16, Con 10, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits, scale shed 
  Feats Weapon Finesse 
  Skills Climb +11, Hide +12, Listen +2, Spot +2 
  Advancement ― 
  Life-Shaped Features Tiny body, multiple legs (4) 
  locomotion, jaw manipulator, class I sensor, tough 
  skin armor. 
  Scale Shed Geckos shed scales that can be used as 
  arrowheads. Such arrows are treated as if they were 
  made from iron and are not considered to be made 
  from inferior materials. However, for purposes of 
  harming creatures with damage reduction, they are 
  not treated as being made from metal. These 
  arrowheads have a hardness of 5 and 10 hp per inch 
  of thickness. Geckos shed an arrowhead per week. 
  Skills Arrowhead geckos have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
  Arrowhead geckos use their Dexterity modifier 
  instead of their Strength modifier for Climb checks. 
   
  The arrowhead gecko is a life-shaped construct used 
  mainly for its ability to create arrowheads and as a house 
  pet, since it preys on most insects that dwell in the Jagged 
  Cliffs. 
  Cost to Shape: 65 Cp. 
  Strategies and Tactics 
  The arrowhead gecko is a docile creature not suited 
  for combat. It prefers to hide from larger opponents and 
  usually attacks only when cornered. 
  Sample Encounter 
  Characters are most likely to run into an arrowhead 
  gecko as a solitary encounter while roaming the Jagged 
  Cliffs. 
  Individual (EL 1/6): Encountering an arrowhead gecko 
  on the ground is fairly straightforward and the encounter 
  level is the same as the Challenge Rating. 
  Ecology 
  Arrowhead geckos, being life-shaped constructs, can 
  be found anywhere, although they seem to prefer warm 
  climates where they can find small insects and fruit. 
  As life-shaped constructs, they can live up to 12 years, 
  but a wild arrowhead gecko usually has a life span to 5 to 
  7 years. Wild arrowhead geckos are parthenogenic, the 
  females capable of reproducing without copulating with a 
  male. They lay 2 almost-spherical eggs twice a year 
  during the rain season. After 4 months, an arrowhead 
  hatchling is born, less than 4 inches long. Arrowhead 
  geckos are slow to mature, taking 1 to 2 years in captivity. 
  Environment: Arrowhead geckos are usually found in 
  the Jagged Cliffs region, along with their rhul-thaun 
  
  84 
  creators. Wild geckos can be found in most Hinterland 
  terrains. 
  Typical Physical Characteristics: A typical arrowhead 
  gecko stands between 1 and 1 1/2 feet tall and weighs 
  around 3 pounds. 
   Arrowhead geckos make chirping sounds in social 
  interactions with other geckos. It has no eyelids and 
  instead has a transparent membrane, which it licks to 
  clean. 
  Alignment: As life-shaped creatures, arrowhead 
  geckos are created with a specific purpose, existing only 
  to carry orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, arrowhead geckos do not 
  collect treasure. However, an arrowhead gecko is prized 
  for its scales, which can value up to 5 bits. There is a 30% 
  chance that an encountered gecko has one arrowhead 
  ready to be collected. 
  Arrowhead Gecko Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about arrowhead geckos. When a character 
  makes a successful skill check, the following lore is 
  revealed, including the information from lower DCs. 
  Knowledge (nature) can also be used, but all check DCs 
  increase by 10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  10 
  This is an arrowhead gecko, a life-shaped construct 
  which sheds tough arrowheads. This reveals all life-
  shaped construct traits. 
  15 
  Arrowhead geckos are excellent climbers. Most rhul-
  thaun keep them as pets to keep their houses insect-free. 
  Ber-ethern 
  A giant wasp more than six feet long flies quickly around 
  you. Its wings equal to double its body length, flapping 
  gracefully.  
   
  Ber-ethern 
  CR 2 
  Always N Medium construct (life-shaped construct) 
  Init +3; Senses low-light vision; Listen +3, Spot +4 
  Languages ― 
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 natural)  
  hp 26 (4 HD) 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares), fly 50 ft. (average) (10 squares); 
  Flyby Attack 
  Melee sting +6 (1d4+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Abilities Str 16, Dex 16, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Flyby Attack, Wingover 
  Skills Listen +3, Spot +4 
  Advancement ― 
  Life-Shaped Features Medium body, extra HD (3), legs 
  (pair) 
  and 
  wings 
  locomotion 
  (+10 
  ft), 
  sting 
  manipulator, class II sensor, tough skin armor, 
  Dexterity enhancement. 
   
  Ber-etherns (breeze sprites), are the smallest rhul-
  thaun mounts. They are insectoid flyers designed 
  expressly for rapid, controlled movement. 
  Cost to Shape: 310 Cp. 
  Strategies and Tactics 
  Ber-etherns are very aggressive, actively seeking out 
  potential victims, targeting lone creatures that it can easily 
  overcome. 
  Sample Encounter 
  Since ber-etherns hunt for food near their nests, they 
  are frequently encountered a few miles within their 
  homes. 
  Individual (EL 2): A single ber-ethern is usually on the 
  prowl for food. It attacks without hesitation, using flyby 
  tactics. 
  Hunting Pair (EL 4): A mated pair of wild ber-etherns 
  is searching for suitable prey in which to insert their eggs. 
  After killing their target, it is taken to a remote location 
  where the larva can hatch. 
  Ecology 
  Wild ber-etherns inhabit warm moist climates, but can 
  exist comfortably in dry climates as well. A wild ber-
  ethern diet consists of small birds, snakes, and mammals. 
  Wild ber-etherns build nests out of dry wood on 
  splinters at high locations or sometimes dig caves in 
  which their store the egg-implanted body. The female lays 
  three to five eggs. The eggs begin to hatch in Fortuary, 
  and the larvae begin devouring the carcass and any eggs 
  that haven’t‖hatched‖yet.‖The‖hatchling‖ber-etherns reach 
  adulthood in one year. 
   Environment: Ber-etherns share the same region as 
  their rhul-thaun masters and are most adept to Jagged 
  Cliffs. They can thrive on most Athasian climates, 
  avoiding colder climates, since‖ their‖larva‖can’t‖hatch‖in‖
  lower temperatures. 
  Typical Physical Characteristics: Ber-etherns are 
  approximately 6 feet long, from head to stinger, with a 
  wing span of 12 feet. They can weigh up 100 pounds. 
  Alignment: As life-shaped creatures, ber-etherns are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild ber-etherns are 
  solely 
  concerned 
  with 
  acquiring 
  sustenance 
  and 
  multiplying 
  Typical Treasure 
  Being life-shaped creatures, ber-etherns do not collect 
  treasure. 
  
  85 
  Ber-ethern Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about ber-etherns. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  14 
  This is a ber-ethern, a wasp-like life-shaped construct. 
  This reveals all life-shaped construct traits. 
  19 
  Ber-etherns are agile flyers, able to make quick 
  maneuvers and are usually chosen as mounts by the rhul-
  thaun. 
  Bvanen 
  Bvanen are mutated reptilian creatures that dwell at 
  Rajaat’s‖Swamp,‖as‖detailed‖in‖Terrors of Athas. This entry 
  represents some examples of bvanen that present 
  interesting challenges for player characters and even a 
  racial class for those players who wish to play a bvanen 
  character. 
  Bvanen 
  This strange amphibian has a bony plating in the front of its 
  body that protects all major organs. On its back, the spine and 
  ribs protrude above the scaled skin, letting the bones show 
  clearly. The creature’s head is flat with a long snout, with 
  jagged teeth and a three-forked tongue; its eyes can move in 
  almost any direction. 
   
  Bvanen 
  CR 3 
  Usually NG Medium aberration (psionic) 
  Init -1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Bvanen 
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +7 natural)  
  hp 22 (3 HD); DR 1/— 
  Immune wounding 
  Fort +3, Ref +0, Will +3 
  Speed 20 ft. (4 squares), swim 30 ft. 
  Melee 2 claws +3 each (1d3+1) and bite -2 (1d4) or 
  Melee mwk longspear +4 (1d8+1) and bite -2 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options secreted ooze 
  Psi-Like Abilities (ML 3rd): 
  At 
  will—animal 
  affinity, 
  aversion 
  (DC 
  12), 
  body 
  equilibrium, mindlink (2 additional targets*), psionic 
  suggestion (DC 12) 
  *Includes‖ augmentation‖ for‖ the‖ bvanen’s‖ manifester 
  level. 
  Abilities Str 13, Dex 8, Con 15, Int 12, Wis 11, Cha 10 
  Feats Rapid Metabolism, Toughness 
  Skills Hide +5, Listen +6, Spot +6, Swim +10 
  Advancement by character class; Favored Class ranger; 
  see text 
  Possessions masterwork longspear 
  Immune to Wounding The strange nature of their 
  constitution allows the bvanen to ignore any spell, 
  power or weapon that causes wounding. 
  Secreted Ooze All bvanen secrete a special ooze 
  through their pores. This ooze hardens extremely fast 
  and is very strong. It provides the bvanen with 
  protection from blows, as well as giving it the ability 
  to immobilize foes. 
   This ooze grants a +8 racial bonus to grapple checks 
  made to hold and maintain a grapple but does not 
  help a bvanen break a grapple. 
  Skills Bvanen have a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  Bvanen are good, intelligent creatures that live in the 
  swamps at the base of the Jagged Cliffs. Their distrustful 
  nature often precipitates conflicts with outsiders, which 
  the bvanen prefer to avoid. 
  Bvanen Tribe Leader 
  This amphibian creature has several scars covering its body. 
  It bears a longspear and a necklace made of anago bone. 
   
  Bvanen Tribe Leader 
  CR 7 
  Male bvanen ranger 4 
  NG Medium aberration (psionic) 
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Bvanen 
  AC 20, touch 10, flat-footed 20 
   (+7 natural, +3 armor)  
  hp 52 (7 HD); DR 1/— 
  Immune wounding 
  Fort +5, Ref +5, Will +4 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +10 each (1d3+4) and bite +5 (1d4+2) or 
  Melee mwk longspear +10/+5 (1d8+4) and bite +5 
  (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options secreted ooze 
  Ranger Spell Prepared (CL 2nd): 
  1st—pass without trace 
  Psi-Like Abilities (ML 7th): 
  At 
  will—animal 
  affinity, 
  aversion 
  (DC 
  12), 
  body 
  equilibrium, mindlink (6 additional targets*), psionic 
  suggestion (DC11, 2 additional targets*). 
  *Includes‖ augmentation‖ for‖ the‖ bvanen’s‖ manifester 
  level. 
  Abilities Str 18, Dex 10, Con 17, Int 12, Wis 14, Cha 8 
  SQ animal companion, link with companion, favored 
  terrain, share spells, wild empathy +3 (-1 magical 
  beasts) 
  Feats EnduranceB, Power Attack, Rapid Metabolism, 
  
  86 
  Toughness, TrackB, Two-Weapon FightingB 
  Skills Hide +3, Knowledge (geography *Rajaat’s‖
  Swamp]) +6, Knowledge (nature) +6, Listen +2, Move 
  Silently +0, Ride +2, Spot +2, Survival +12 (+14 to keep 
  from 
  getting 
  lost/in 
  aboveground 
  natural 
  environments), Swim +12 
  Possessions masterwork longspear, masterwork anago 
  hide armor 
  Animal Companion crocodile (MM 271) 
  Favored 
  Terrain 
  (Swamp) 
  +2 
  bonus 
  to 
  Hide, 
  Knowledge (nature), Move Silently, Spot and 
  Survival checks made within swamp terrain. 
  Immune to Wounding as Bvanen. 
  Secreted Ooze as Bvanen. 
  Skills A bvanen tribe leader has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it 
  swims in a straight line. 
   
  Bvanen are natural hunters. Occasionally a gifted tribe 
  leader takes level in ranger to‖improve‖his‖tribe’s‖hunt. 
  The bvanen tribe leader presented here had the 
  following ability scores before racial adjustments and Hit 
  Dice ability score increases: Str 15, Dex 12, Con 13, Int 10, 
  Wis 14, Cha 8. 
  Strategies and Tactics 
  Bvanen use animal affinity prior to engaging combat, 
  usually boosting Strength or Constitution. They usually 
  use body equilibrium when they want to attack from the 
  water in order to confuse their prey. 
  Bvanen prefer to attack using their claws and bite, 
  using their mindlink to silently coordinate attacks, always 
  following the directions from the most scarred bvanen in 
  the group. They will often surround a foe and render it 
  completely immobile by using their special secreted ooze. 
  Sample Encounters 
  Bvanen are natural hunters, that usually only attack 
  other intelligent creatures if attacked first, confident their 
  natural abilities will be enough for the task. 
  Individual (EL 3): A single bvanen is not uncommon 
  to‖find‖while‖exploring‖Rajaat’s‖Swamp. 
  Hunting Pack (EL 5-7): Hunting packs comprised of 
  two to four bvanen efficiently manage to hunt for their 
  tribe. 
  EL 7: Four bvanen are roaming the swamp, looking for 
  prey and intruders. 
  Ecology 
  Bvanen are sedentary carnivores. They hunt to eat, 
  and complement their diet rearing fish, giant frogs, giant 
  insects and anagos (page 88),89), among other things. 
  They have no natural predators, save for an occasional 
  confrontation with reggelids during a hunting expedition. 
  The bvanen females become fertile about four times a 
  year and lay down two to eight eggs at a time, which are 
  then externally fertilized by the male. After that, the 
  female coats the fertilized eggs with her ooze. In order to 
  hatch, they need to be around an abundant supply of 
  water. Gestation takes about six weeks, when Tiny 
  hatchlings emerge, at this point without their bone plating 
  and very vulnerable. A young bvanen develops into an 
  adult in approximately four years. 
  Environment: Bvanen inhabit the swamp at the base 
  of the Jagged Cliffs, in underground caves excavated in 
  the cliff wall, though they are not naturally equipped to 
  dig out such dens. 
  Typical 
  Physical 
  Characteristics: 
  Bvanen 
  stand 
  typically 5 feet tall and weigh 100 pounds. 
  Females are smaller and lighter than males, but no less 
  resilient. Males have a deeper coloration and thicker 
  scales. Except for these little facets, little differentiate the 
  two genders. 
  Alignment: Bvanen encountered by PCs are usually 
  neutral good. They are kind creatures, concerned mostly 
  with their day-to-day affairs. 
  Society 
  It is unknown if the bvanen are a natural race or if 
  they stem from some sorcerous quality of the Swamp at 
  the base of the Jagged Cliffs. They follow a strict, tribal 
  hierarchy, ruled over by the eldest and wisest of their 
  kind. Bvanen scar themselves in sacred rituals, the scars 
  showing tribal status and rank. 
  Bvanen society is divided into the simple roles of 
  caretakers and hunter/warriors. The former care for the 
  immediate environs of the tribal lands and the latter 
  provide a steady diet of meat and other gathered 
  foodstuffs, as well as serving as the martial arm of the 
  tribe in times of need. 
  Typical Treasure 
  Bvanen have standard treasure for NPCs of their 
  Challenge Rating, about 1,000 Cp. This equipment is 
  usually in the form of weapons, mounts, and potions. 
  Bvanen with Class Levels 
  Bvanen’‖ favored‖ class‖ is‖ ranger, whose abilities 
  complement their natural shyness and hunting talents. 
  Some bvanen become druids and water clerics. 
  Level Adjustment: +2 
  For Player Characters: The Bvanen Racial Class 
  If your DM allows it, you can play a bvanen character. 
  Normally,‖ you‖ can’t‖ begin‖ play‖ with‖ a‖ 1st-level bvanen 
  character‖ because‖ of‖ the‖ race’s‖ level‖ adjustment.‖ With 
  your DM’s‖permission,‖however,‖you‖can‖use‖the‖bvanen‖
  racial class presented here to begin play. In essence, you 
  are‖ applying‖ the‖ bvanen’s‖ level‖ adjustment‖ to‖ your‖
  character over time, increasing effective character level 
  (ECL) gradually rather than once. Effective character level 
  equals‖ the‖ bvanen’s‖ racial‖ level‖ on‖ the‖ Bvanen‖ Racial‖
  Class table that follows. 
   
   
  
  87 
  The Bvanen Racial Class 
  Racial 
  Level 
  Class 
  Level 
  Special 
  1st 
  0 
  Racial Hit Die (1d8), bvanen base traits, 
  natural armor +3, feat 
  2nd 
  0 
  Racial Hit Die (2d8), +2 Str, damage 
  reduction 1/-, secreted ooze 
  3rd 
  0 
  +2 Con, natural armor +5, immune to 
  wounding, Swim (+8) 
  4th 
  0 
  Racial Hit Die (3d8), +2 Int, feat 
  5th 
  0 
  +2 Con, natural armor +7, psi-like abilities, 
  Swim (take 10) 
  6th 
  1st 
  Ability score increase 
  7th 
  2nd 
  — 
  8th 
  3rd 
  Feat 
  9th 
  4th 
  — 
  10th 
  5th 
  Ability score increase 
  11th 
  6th 
  Feat 
  12th 
  7th 
  — 
  13th 
  8th 
  — 
  14th 
  9th 
  Ability score increase, feat 
  15th 
  10th 
  — 
  16th 
  11th 
  — 
  17th 
  12th 
  Feat 
  18th 
  13th 
  Ability score increase 
  19th 
  14th 
  — 
  20th 
  15th 
  Feat 
   
  The bvanen racial class must be taken at character 
  creation.‖ It‖ cannot‖ be‖ gained‖ later‖ during‖ a‖ character’s‖
  career if it is not initially chosen. 
   
  Class Features 
  The following features are gained by characters who 
  take bvanen racial levels that are integrated with a 
  standard class. 
  Class Level: The Class Level column of the bvanen 
  racial class indicates whether a bvanen gains a standard 
  class level at any given racial level. Some racial levels 
  provide a bvanen-specific ability. 
  Racial Hit Die: 1st- through 5th-level bvanen do not 
  possess class levels. Instead, they gain racial Hit Die and 
  abilities. 
  At‖ 1st‖ level,‖ the‖ bvanen’s‖ first‖ Hit Die grants 8 hit 
  points and +0 Base attack bonus, and base saves of 
  Fortitude +0, Reflex +0, and Will +2. A 1st-level bvanen 
  gains a number of skill points equal to (2 + Int modifier, 
  minimum 1) x 4. Its racial class skills are Hide, Listen, 
  Spot, Swim. 
  At 2nd level, a bvanen gains an additional 1d8 hit 
  points and +1 Base attack bonus, and base saves of 
  Fortitude +0, Reflex +0, and Will +3. A 2nd-level bvanen 
  gains a number of additional skill points equal to (2 + Int 
  modifier, minimum 1). 
  At 4th level, a bvanen gains an additional 1d8 hit 
  points and +2 Base attack bonus, and base saves of 
  Fortitude +1, Reflex +1, and Will +3. A 4th-level bvanen 
  gains a number of additional skill points equal to (2 + Int 
  modifier, minimum 1). 
  Bvanen Base Traits: Bvanen have the following base 
  racial traits. 
  —-2 Dex, +2 Int 
  —Medium size: Bvanen have no special bonus or 
  penalties due to their size. 
  —Aberration (psionic): A bvanen is an aberration that 
  has the psionic subtype. 
  —A‖bvanen’s‖base‖land‖speed‖is‖20‖feet.‖Bvanen‖have‖
  a swim speed of 30 ft. 
  —Darkvision out to 60 feet. 
  — +4 racial bonus on Swim checks. 
  —Automatic Languages: Bvanen. Bonus Languages: 
  Reggelid, Thri-Kreen. 
  —Favored Class: Ranger. 
  Natural Armor: A‖bvanen’s‖scale‖and‖bone‖plating‖is‖
  tough, and it toughens further as the bvanen does—at 1st 
  level, a bvanen has a +3 natural armor bonus. At 3rd level, 
  a bvanen natural armor bonus increases to +5. The bvanen 
  natural armor increases to +7 at 5th level. 
  Damage reduction: A‖bvanen’s‖scale‖and‖bone‖plating‖
  also provide him damage reduction 1/- at 2nd level. 
  Secreted Ooze: At 2nd level, the bvanen starts to 
  secrete a special ooze through his pores. This ooze 
  hardens extremely fast and is very strong. It provides the 
  bvanen with protection from blows, as well as giving him 
  the ability to immobilize foes. 
   This ooze grants a +8 racial bonus to grapple checks 
  made to hold and maintain a grapple but does not help a 
  bvanen break a grapple. 
  Immune to Wounding: At 3rd level, the strange 
  nature of the bvanen constitution allows a bvanen to 
  ignore any spell, power or weapon that causes wounding. 
  Swim: At‖3rd‖level,‖a‖bvanen’s‖racial bonus on Swim 
  checks increases by +4, to a total of +8. Upon reaching 5th 
  level, a bvanen can always choose to take 10 on Swim 
  checks, even if distracted or endangered. He can use the 
  run action while swimming, provided he swims in a 
  straight line. 
  Psi-Like Abilities: At 5th level, a bvanen receives the 
  following psi-like abilities, all usable at will—animal 
  affinity, 
  aversion, 
  body 
  equilibrium, 
  mindlink, 
  psionic 
  suggestion. Manifester level is equal to Hit Dice (minimum 
  3rd). 
  Vital Statistics 
  You‖can‖choose‖your‖bvanen‖character’s‖starting‖age,‖
  height, and weight, based on the typical characteristics 
  detailed in the ecology section of the monster entry and 
  the random ranges here. Or, you can use the tables that 
  follow to determine these statistics randomly. 
   
  Random Starting Ages 
  Race 
  Adulthood 
  Barbarian 
  Rogue 
  Bard, 
  Fighter 
  Gladiator 
  Psychic 
  Warrior 
  Ranger 
  Cleric 
  Druid 
  Psion 
  Templar 
  Wizard 
  Bvanen 
  10 years 
  +1d6 
  +2d6 
  +3d6 
   
  Aging Effects 
  Race 
  Middle 
  Age 
  Old 
  Venerable 
  Maximum 
  Age 
  Bvanen 
  40 yrs.  
  60 yrs. 
  80 yrs. 
  +1d20 yrs. 
   
   
  
  88 
  Random Height and Weight 
  Race 
  Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Bvanen, male 
  4’5‖ 
  +2d4 
  120 lb. 
  x 2d4 lb. 
  Bvanen, female 
  4’2‖ 
  +2d4 
  100 lb. 
  x 2d4 lb. 
  Bvanen Lore 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (psionics) can learn more about bvanen. 
  When a character makes a successful skill check, the 
  following lore is revealed, including the information from 
  lower DCs. 
   
  Knowledge (Nature) 
  DC 
  Result 
  13 
  This is a bvanen, an amphibian creature that dwells at 
  the base of the Jagged Cliffs. This result reveals all 
  aberration traits and the psionic subtype. 
  18 
  Bvanen use their psi-like abilities and their ooze to 
  quickly overcome their opponents. 
  23 
  Bvanen, despite their bizarre appearance, seem 
  otherwise unaffected by the Swamp’s energies. 
  Climbdog 
  You see a three-foot long canine beast with wide, grasping 
  paws and extremely flexible legs. It seems to climb just as easily 
  as it walks on land. 
   
  Climbdog 
  CR 1 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses darkvision 30 ft, low-light vision, scent; 
  Listen +5, Spot +2 
  Languages ― 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural) 
  hp 11 (2 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +0 each (1d3+2) and bite +0 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 14, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Multiattack 
  Skills Climb +5, Hide +6, Listen +5, Spot +2 
  Advancement ― 
  Life-Shaped Features Small body, extra HD (1), 
  multiple legs (4) locomotion, jaw manipulator and 
  claw manipulator, class IV sensor, tough skin armor, 
  Strength enhancement. 
  Skills A climbdog has a +4 racial bonus on Listen and a 
  +2 racial bonus on Spot checks. A climbdog can 
  always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
   
  Climbdogs are usually found accompanying rhul-
  thaun climbers, giving them protection and aiding them 
  with their keen sense of smell, hearing, and sight. In times 
  of danger or combat, they sacrifice themselves without 
  hesitation to protect their masters. 
  Cost to Shape: 230 Cp. 
  Strategies and Tactics 
  Climbdogs prefer to hide themselves while they 
  position themselves and strike from above, using their 
  claws and bite to take down their prey. 
  Sample Encounter 
  Climbdogs can be usually found alone roaming the 
  faces of the Cliffs or in the company of their cliffclimber 
  masters. 
   Individual (EL 1): A lone climbdog waits for its prey 
  hiding in a vertical forest. 
   Climber Party (EL 5+): Climbdogs are the loyal 
  companions of several cliffclimbers, relying on their scent 
  ability to track what they need even in heavy mist 
  conditions. 
  EL 6: Nuhl-ometh and Cal-adek are a couple of 
  cliffclimbers searching for rare medicinal herbs in the 
  undergrowth of a vertical forest. They are not willing to 
  let anyone discover their secret spot. Their climbdog is set 
  to watch for intruders, and attack without hesitation if it 
  discovers any. 
  Ecology 
  Climbdogs 
  inhabit 
  warm 
  climates, 
  preferably 
  mountainous regions, and are not found close to 
  civilization unless shaped or domesticated by rhul-thaun. 
  They hunt small animals and other life-shaped constructs. 
  Wild climbdogs live up to 10 years. Mating occurs 
  between Thaumast and Flagstaad. A climbdog pack 
  usually produces a single litter, unless the alpha male 
  mates with one or more subordinate females. The 
  gestation period lasts 8 weeks. The pups are born blind, 
  deaf, and completely dependent on their mother. There 
  are 1 to 14 pups per litter; the average litter size is about 4 
  to 6. Pups reside in the den, and stay there until they 
  reach about three weeks of age. The den is usually on 
  high ground near an open water source, and has an open 
  "room" at the end of an underground or hillside tunnel 
  that can be up to a few meters long. During this time, the 
  pups will become more independent, and will eventually 
  begin to explore the area immediately outside the den 
  before gradually roaming up to a mile away from it at 
  around 5 weeks of age. Climbdogs typically reach sexual 
  maturity after two or three years. 
  Environment: Climbdogs are usually found in warm 
  hills, which they share with rhul-thaun. Any mountainous 
  climate will do however. 
  Typical Physical Characteristics: A typical climbdog 
  stands between 2 and 3 feet long and weighs around 70 
  pounds. Females in a given population typically weigh 
  about one-quarter less than their male counterparts. 
  Climbdogs are built for stamina, possessing features 
  ideal for long-distance travel and climbing. Their narrow 
  chests and powerful backs and legs facilitate efficient 
  
  89 
  locomotion. Climbdog paws are able to tread easily on a 
  wide variety of terrains. 
  Skin coloration varies greatly: it runs from gray to 
  gray-brown, all the way through white, red, brown, and 
  black. These colors tend to mix in many populations to 
  form predominantly blended individuals, though it is 
  certainly not uncommon for an individual or an entire 
  population to be entirely one color (usually all black or all 
  white). At birth, climbdog pups tend to have dark fur and 
  blue eyes that will change to a yellow-gold or orange 
  color when the pups are 8-16 weeks old, right before all 
  the fur falls off the reveal their adult plating. 
  Alignment: As life-shaped creatures, Climbdog are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild climbdogs are solely 
  concerned with acquiring sustenance and multiplying. 
  Typical Treasure 
  Being life-shaped creatures, climbdogs do not collect 
  treasure. 
  Climbdog Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about climbdogs. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  12 
  This is a climbdog, a canine life-shaped construct. This 
  reveals all life-shaped construct traits. 
  17 
  Climbdogs are excellent climbers and bloodhounds. 
  Many 
  cliffclimbers 
  have 
  them 
  as 
  their 
  loyal 
  companions. 
  Darkstrike 
  This three-foot snake-like creature has several large bulbous 
  nodules at the end of its completely black serpentine body. 
   
  Darkstrike 
  CR 1 
  Always N Small construct (life-shaped construct) 
  Init +6; Senses darkvision 30 ft., low-light vision, scent; 
  Listen +5, Spot +3 
  Languages ― 
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +4 natural)  
  hp 11 (2 HD) 
  Fort +4, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed ―  
  Melee bite +2 (1d3+2 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -2 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Improved Initiative 
  Skills Hide +17, Listen +5, Spot +3 
  Advancement ― 
  Life-Shaped Features Small body, extra HD (1), no 
  locomotion, claw manipulator, class IV sensor, tough 
  hide armor. 
  Poison Injected, Fortitude DC 12, initial damage 1d4 
  Con, secondary damage 1d3 Wis. The Save DC is 
  Constitution-based. 
  Skills A darkstrike has a +8 racial bonus on Hide checks 
  and a +2 racial bonus on Listen and Spot checks. 
   
  The nodules on its tail secrete a powerful adhesive 
  similar to clingpads that allows them to be attached to 
  walls, doors, or other surfaces. Usually, they are placed in 
  nooks, alcoves, or around corners so they can hide, 
  waiting to pounce. A guardian darkstrike attacks anyone 
  within reach unless ordered not to. 
  Cost to Shape: 205 Cp. 
  Strategies and Tactics 
  A darkstrike prefers to lay hidden until a suitable prey 
  comes within reach, when it swiftly strikes with its potent 
  poison. 
  Sample Encounter 
  Darkstrikes must be created and positioned in a 
  location. Once placed,‖ they‖ can’t‖ leave‖ their‖ location‖
  unless its adhesive is somehow dissolved and it is 
  transferred to another location. 
  Sanctuary 
  Guardian 
  (EL 
  3): 
  Two 
  darkstrikes 
  positioned on opposite sides of an entrance to a shaper 
  lab. They are carefully placed in order to maximize their 
  stealth. They were trained to attack anyone without a 
  shaper’s‖cosmetic‖graft. 
  Ecology 
  Being life-shaped constructs, darkstrikes only require 
  cam-rahn to survive, and can go into hibernation if they 
  don’t‖ receive‖ enough.‖ They‖ can‖ exist wherever their 
  creators place them, be it in safehomes or cave complexes. 
  Environment: As life-shaped constructs, darkstrikes 
  can be found almost anywhere. However, as the creation 
  of the rhul-thaun, they usually share the same 
  environment as them. 
  Typical Physical Characteristics: A typical darkstrike 
  is 3 feet long and weighs around 10 pounds. 
  Darkstrikes resemble a black mamba, except it has 
  several bulbous nodules at the end of its tail, which it uses 
  to attach itself to almost any substance. 
  Alignment: As life-shaped creatures, darkstrikes are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, darkstrikes do not collect 
  treasure. 
  Extracted darkstrike venom is a prized commodity 
  among those who use such substances. The venom sells 
  for 50 Cp/dose, and an adult darkstrike yields 1d3 doses. 
  
  90 
  Darkstrike Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about darkstrikes. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  12 
  This is a darkstrike, an ophidian-like life-shaped 
  construct. This reveals all life-shaped construct traits. 
  17 
  Darkstrikes lay hidden, attached to dark surfaces waiting 
  for their time to attack its victims. 
  Dhev-sahr 
  This mammalian-like creature has a round body covered 
  with hair.  Its head is elongated, with large nostrils. Its four 
  stilt-like legs move very quickly at what appears to be an 
  awkward gallop. 
   
  Dhev-sahr 
  CR 2 
  Always N Medium construct (life-shaped construct) 
  Init +2; Senses low-light vision; Listen +3, Spot +4 
  Languages ― 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural)  
  hp 26 (4 HD) 
  Fort +6, Ref +3, Will +1 
  Weakness vulnerability to defiling 
  Speed 50 ft. (6 squares); Run 
  Melee bite +6 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Abilities Str 16, Dex 14, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Endurance, Run 
  Skills Listen +3, Spot +4 
  Advancement ― 
  Life-Shaped Features Medium body, extra HD (2), 
  multiple legs (4) locomotion (+20 ft), jaw manipulator, 
  class II sensor, tough skin armor. 
   
  The dhev-sahr (city racer), is the only land-based 
  mount made by the rhul-thaun. Despite appearances, 
  however, dhev-sahrs are graceful and steady. 
  Cost to Shape: 255 Cp. 
  Strategies and Tactics 
  Dhev-sahrs are pacific creatures and tend to flee when 
  threatened. If cornered, they attack with their bite, loudly 
  prancing and neighing in order to frighten its foes. 
  Sample Encounter 
  Characters are more likely to run into a dhev-sahr as a 
  solitary threat in the Jagged Cliffs. 
  Individual (EL 2): Finding a dhev-sahrs running 
  around the outskirts of any rhul-thaun village is pretty 
  straightforward. 
  Dhev-Sahr Stampede (EL 4): A minor earthquake 
  caused a pack of dhev-sahrs to form a stampede (see page 
  144 of Faces of the Forgotten North for more information 
  about stampedes), stomping everything in its path. 
  Ecology 
  Wild dhev-sahrs inhabit warm areas, usually in large 
  packs. They are herbivores, grazing on the abundant 
  overgrowth that grows near the Misty Border. They are 
  peaceful creatures and prefer to flee instead of fight. 
  Wild dhev-sahrs can live up to 25 to 30 years, but a life 
  span of 15 is more common. A male dhev-sahr usually has 
  two or three different females in his pack. 
  Dhev-sahrs are mammalian, and pregnancy lasts for 
  approximately 48 weeks and usually results in one 
  offspring. Young dhev-sahrs are usually put under saddle 
  and trained to be ridden between the ages of two and 
  four. 
  A dhev-sahr gains nourishment from cam-rahn rather 
  than food, and does not need the attention and care of 
  another life-shaped creatures. 
  Environment: Dhev-sahrs are usually found in warm 
  plains. As life-shaped constructs, they can be found 
  anywhere their creator desires. 
  Typical Physical Characteristics: A typical dhev-sahr 
  stands around 5 feet tall at the shoulders and 6 1/2 feet 
  across, and weighs around 300 pounds. 
  Dhev-sahrs often exhibit thicker manes, tails and 
  overall coat. They have short stilt-like legs, wide barrels, 
  heavy bone, thick necks, and short heads with broad 
  foreheads. 
  Alignment: As life-shaped creatures, dhev-sahrs are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild dhev-sahrs are solely 
  concerned with acquiring sustenance and multiplying. 
  Typical Treasure 
  Being life-shaped creatures, dhev-sahrs do not collect 
  treasure. 
  Dhev-sahr Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about dhev-sahrs. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  14 
  This is a dhev-sahr, a quadruped life-shaped construct. 
  This reveals all life-shaped construct traits. 
  19 
  This is the only land-based rhul-thaun mount, and 
  despite its awkward way of galloping, it can be very 
  fast. 
  
  91 
  Experiment Bav-rem 
  This creature looks like a mass of assorted organic material. 
  With every move, its features seem to change altogether. 
   
  Experiment Bav-rem 
  CR 15 
  Always N Large construct (life-shaped construct) 
  Init +5; Senses Listen +7, Spot +9 
  Languages ― 
  AC 15, touch 10, flat-footed 14; Dodge, Mobility 
   (-1 size, +1 Dex, +5 natural)  
  hp 362 (25 HD) 
  Immune criticals, flanking, poison, sleep, paralysis, 
  polymorph, and stunning 
  Fort +30, Ref +9, Will +9 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee slam +25/+20/+15 (2d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +18; Grp +31 
  Atk Options Blind-Fight, Cleave, Combat Reflexes 
  Abilities Str 28, Dex 13, Con 30, Int 3, Wis 12, Cha 14 
  SQ amorphous, assimilate, life-shaped construct traits, 
  resilient 
  Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, 
  Dodge, Great Fortitude, Improved Initiative, Mobility 
  Skills Climb +13, Escape Artist +5, Hide -3, Listen +7, 
  Search +7, Spot +9, Survival +5 
  Advancement 26―32 HD (Large); 33―50 HD (Huge) 
  Amorphous (Ex) The Experiment has immunity to 
  poison, sleep, paralysis, polymorph, and stunning 
  effects. It is not subject to critical hits and, having no 
  clear front or back, cannot be flanked. 
  Assimilate (Ex) The Experiment has the ability to 
  assimilate organic material. Any organic creature hit 
  by its slam attack must make a DC 23 Fortitude save 
  or be completely destroyed. On a failed save, it 
  temporarily gains 1d4 points of Constitution. The 
  Experiment loses these points at the rate of 1 per 
  hour. The save DC is Constitution-based. 
  Resilient (Ex) The Experiment has a +4 racial bonus on 
  Fortitude saves (included in the statistics block). 
   
  This aberration was the result of a furtive life-shaping 
  experiment gone awry. The accidental formulation 
  created a being with the ability to absorb other organic 
  substances into its body, convert the material, and add the 
  substance to its own mass. 
  Strategies and Tactics 
  The Experiment Bav-rem relies on closing upon its 
  prey and using his assimilate ability to quickly dispatch 
  any threats. 
  Sample Encounter 
  The Experiment is usually found around its lair near 
  the remnants of the rhul-thaun village of Bav-rem, but 
  might be encountered a little further if food becomes 
  scarce. 
  Feeding Time (EL 15): The Experiment, again on the 
  move, is devouring the forest nearby and everything in its 
  path. 
  Ecology 
  The Experiment Bav-rem is the result of a life-shaping 
  accident and has no place in the natural world. 
  Environment: The Experiment can be found near the 
  ruins of the Bav-rem village on the Jagged Cliffs, where it 
  made its lair. 
  Typical Physical Characteristics: The Experiment 
  Bav-rem resembles a big mass of living tissue, as it moves, 
  its features shift, revealing new colors, thickness and 
  textures.tissues. The Experiment is about 10 feet wide, up 
  to 12 feet in height and weighs around 3,000 pounds. 
  Alignment: The Experiment is usually neutral. Since it 
  is animalistic in nature, it is driven by basic needs, like 
  hunger and procreation. It has no ethic concerns. 
  Society 
  Despite having basic intelligence, the Experiment Bav-
  rem has no true society, nor does it speak any language. 
  Its sole concern is survival and to consume enough 
  organic material so it can go into mitosis and reproduce. 
  Typical Treasure 
  The Experiment Bav-rem does not collect treasure, but 
  inorganic treasure from its former victims might be found 
  in its wake. 
  Experiment Bav-rem Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about the Experiment Bav-rem. When a 
  character makes a successful skill check, the following 
  lore is revealed, including the information from lower 
  DCs. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  25 
  This is the Experiment Bav-rem, a hideous life-shaped 
  creature. This result reveals all life-shaped construct 
  traits. 
  30 
  The Experiment Bav-rem has a near insatiable appetite, 
  trying to consume enough material in order to duplicate 
  itself.  
  35 
  The Experiment Bav-rem was created in a life-shaping 
  accident. It has the ability to absorb any organic 
  material. The life forces from these materials sustain it. 
  Farspeaker 
  This six-inch tall bird is covered with bright red and yellow 
  scales, ending at a foot long tail. It has a large, stubby beak, and 
  a spiked crest. Where it should have wings, it has two large 
  membranes that like oversized humanoid ears. 
   
  Farspeaker 
  CR 1/4 
  Always N Tiny construct (life-shaped construct, 
  psionic) 
  Init +3; Senses low-light vision; Listen +4, Spot +0 
  Languages ― 
  
  92 
  AC 17, touch 15, flat-footed 14 
   (+2 size, +3 Dex, +2 natural)  
  hp 1 (1/2 HD) 
  Immune mind-reading effects 
  Fort +1, Ref +3, Will +0 
  Weakness vulnerability to defiling 
  Speed 10 ft. (2 squares) 
  Melee bite +5 (1d2-2) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -10 
  Psi-like Abilities (ML 7th): 
  At will―correspond (other farspeakers only) 
  Abilities Str 6, Dex 16, Con 8, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Weapon Finesse 
  Skills Listen +4, Spot +0 
  Advancement ― 
  Life-Shaped 
  Features 
  Tiny 
  body, 
  legs 
  (pair) 
  locomotion, jaw manipulator, class II sensor, tough 
  skin armor. 
  Skills Farspeakers have a +4 racial bonus on Listen 
  checks. 
   
  This odd creature has the ability to share its thoughts. 
  This does not amount to much, since they have few 
  original or interesting thoughts of their own. However, 
  farspeakers know the names of all their kind, no matter 
  where they might be on Athas. When their owner speaks 
  a name, they mentally broadcast whatever he says next to 
  the farspeaker with that name. 
  When a farspeaker hears the message, it whispers with 
  its‖ soft‖ voice‖ into‖ its‖ owner’s‖ ear,‖ carrying‖ all‖ the‖
  intonations and accents. 
  Cost to Shape: 70 Cp. 
  Strategies and Tactics 
  A farspeaker fairs very badly into combat, avoiding 
  such situations as possible. When endangered, it uses its 
  ability to call for help. When no other options remain, it 
  uses its bite attack. 
  Sample Encounter 
  Farspeakers are created with the sole reason as serving 
  the rhul-thaun as communication devices. 
  Climber Raid (EL 8): Pai-oneth, a veteran climber, 
  uses a set of farspeakers to coordinate the attacks of his 
  team, consisted of five 3rd-level warriors. When business 
  is scarce,‖they‖don’t‖hesitate‖to‖earn‖extra‖money‖raiding‖
  an occasional pterran band or unwary traveler. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  farspeakers 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. They have no natural prey. 
  Since‖they‖can’t‖fend‖for‖themselves,‖wild‖farspeakers 
  are nonexistent. 
  Environment: As life-shaped constructs, farspeakers 
  can be found anywhere. However, as creations of the 
  rhul-thaun, they usually share the same environment as 
  those who created them. 
  Typical Physical Characteristics: A typical farspeaker 
  stands between 6 and 8 inches tall and weighs around 3 
  pounds. 
  Alignment: As life-shaped creatures, farspeakers are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, farspeakers do not collect 
  treasure. 
  Farspeaker Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about farspeakers. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  10 
  This is a farspeaker, a life-shaped construct which can 
  broadcast mental messages to other of its kind. This 
  reveals all life-shaped construct traits. 
  12 
  No one has been able to read the mind of a farspeaker 
  or to determine exactly how its abilities work. 
  Gon-evauth 
  At first sight, this creature resembles a giant oval balloon. It 
  gently floats through the mists with a gondola-like attachment 
  in its underbelly. 
   
  Gon-evauth 
  CR 3 
  Always N Huge construct (life-shaped construct) 
  Init -2; Senses Listen +1, Spot +1 
  Languages ― 
  AC 10, touch 6, flat-footed 10 
   (-2 Dex, -2 size, +4 natural)  
  hp 54 (9 HD) 
  Fort +7, Ref +1, Will +3 
  Weakness vulnerability to defiling 
  Speed fly 30 ft. (poor) (6 squares) 
  Melee ― 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +15 
  Abilities Str 28, Dex 7, Con 16, Int 1, Wis 10, Cha 4 
  SQ life-shaped construct traits 
  Feats Endurance, Hover, Toughness (2) 
  Skills Hide -10, Listen +1, Move Silently +8, Spot +1 
  Advancement ― 
  Life-Shaped Features Huge body, extra HD (1), floater 
  locomotion, no manipulator, class I sensor, tough 
  hide armor 
  Carrying Capacity A light load for a gon-evauth is up 
  to 300 pounds; a medium load, 301—600 pounds; and 
  a heavy load, 601—800 pounds. 
   
  
  93 
  The gon-evauth (soar whale), is a common rhul-thaun 
  mount, chosen when speed can be sacrificed to move 
  great amounts of cargo or many passengers. Gon-evauths 
  are able to keep themselves aloft in the winds of the cliffs 
  by filling their large inner cavities with hot, moist air. 
  Windriders ride either atop the floating beasts or in 
  gondolas attached beneath the beasts. 
  Additionally, for extremely large and heavy loads, 
  several soar whales can be hooked together and flown in 
  teams. Due to their slow, gentle movements, they are 
  good 
  for 
  vertical 
  forest 
  harvesting, 
  and 
  their 
  undercarriages provide excellent steady platforms for 
  hunters. 
  Cost to Shape: 762 Cp. 
  Strategies and Tactics 
  Gon-evauths have no means of attack or even self-
  defense, and if it takes more than 25% of its hit points, it 
  must descend—its air sack has been punctured. 
  Sample Encounter 
  Gon-evauths are created with the sole reason as 
  serving the rhul-thaun as mounts and beasts of burden. 
  Rhul-Thaun Blitz (EL 5+): Gon-evauths usually carry 
  rhul-thaun equipped with spike throwers and lighting 
  generators aboard. 
  EL 8: Las-anib (LN rhul-thaun female ranger 5) leads a 
  night patrol with 5 1st-level rhul-thaun warriors over 
  their city, using darkness and the silence of its gon-evauth 
  mount to surprise attack any intruders. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  gon-evauths 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. They have no natural prey. 
  Since‖they‖can’t‖fend‖for‖themselves,‖wild‖gon-evauths 
  are nonexistent. 
  Environment: As life-shaped constructs, gon-evauths 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical gon-
  evauth stands around 20 feet long and 8 feet tall and 
  weighs around 80 pounds. 
  Gon-evauths have huge hot, moist air sacks inside 
  their bodies, which provide massive floating power. 
  Alignment: As life-shaped creatures, gon-evauths are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, gon-evauths do not collect 
  treasure. 
  Gon-evauth Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about gon-evauths. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  19 
  This is a gon-evauth, a floating life-shaped construct. 
  This reveals all life-shaped construct traits. 
  24 
  Gon-evauths are harmless creatures; however, it usually 
  carries several rhul-thaun warriors in their gondolas. 
  Mother 
  This colored lizard has a watchful look and a distended 
  belly. It suddenly stops and gorges a creature from its mouth, 
  looking surprisingly alive and well. 
   
  Mother 
  CR 1 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses Listen +2, Spot +6 
  Languages‖― 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural) 
  hp 11 (2 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -3 
  Special Action store tissue 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Alertness 
  Skills Listen +2, Spot +6 
  Advancement ― 
  Life-Shaped Features Small body, extra HD, multiple 
  legs (4) locomotion, jaw manipulator, class I sensor, 
  tough skin armor. 
  Store Tissue (Ex) As a move action, a mother can be 
  ordered to pick up any unattended life-shaped tissue 
  and store within a special stomach. There it is soaked 
  in lor-rahn and gently pampered. A command word 
  is spoken when the tissue is given to the mother. 
  When the command word is said again, the tissue is 
  produced and laid gently on the floor. A Small 
  mother can hold up to 10 hp worth of life-shaped 
  tissues. 
   
  A mother is designed to care for life-shaped tissues. 
  Any tissue tossed near it is snapped up as if it were a 
  delicate morsel and sent to a special stomach. 
  Cost to Shape: 100 Cp. 
  Strategies and Tactics 
  A mother is very protective of the tissues it carries. 
  Any aggressive actions will cause it to run or attack with 
  its bite, whichever is most likely to preserve the precious 
  tissues that it carries. 
  
  94 
  Sample Encounter 
  Characters are more likely to find a mother while 
  adventuring in the Jagged Cliffs as a solitary encounter. 
  Individual (EL 1): Encountering a wandering mother 
  is a pretty straightforward encounter. 
  Ecology 
  Mothers inhabit warm climates, usually alone, and are 
  usually found in rhul-thaun settlements. They feed on 
  cam-rahn rather than food, and wild mothers are 
  carnivorous, eating mostly carrion. 
  Wild mothers live up to 30 years. Mating occurs 
  between Hexameron and Octanus, with the eggs laid in 
  Fifthover. During this period, males fight over females 
  and territory by grappling with one another upon their 
  hind legs, with the loser eventually being pinned to the 
  ground. The female will lay her eggs in the ground or in 
  tree hollows (thereby lending them a certain degree of 
  protection). Clutches contain an average of 20 eggs, which 
  have an incubation period of 7-8 months. The female lies 
  on the eggs to incubate and protect them until they hatch 
  around Thaumast, at the end of the rainy season when 
  insects are plentiful. 
  Mothers are viviparous, but there are examples of 
  parthenogenesis (reproduction without the contribution 
  of a male). Young mothers eat insects, eggs, geckoes, and 
  small mammals. 
  Environment: Mothers prefer hot and dry places, and 
  typically live in dry open grasslands, savannas and 
  tropical forests at low elevation. 
  Typical Physical Characteristics: A typical mother is 
  usually 6 feet long and one foot tall and weighs around 50 
  pounds. Females are usually larger than males. 
  A mother looks like a large monitor lizard. However, 
  the tail is very short and the chest and stomach are overly 
  large. While a mother has no teeth, it does have a serrated 
  ridge. 
  Females are larger than males, with skin color from 
  dark grey to brick red. Females are more olive green, and 
  have patches of yellow at the throat. The young are much 
  more colorful by comparison, with yellow, green and 
  white banding on a dark background. 
  Even though the creature has a feminine name, both 
  male and female specimens are encountered. 
  Alignment: As life-shaped creatures, mothers are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild mothers are solely 
  concerned with acquiring sustenance and multiplying. 
  Typical Treasure 
  Being life-shaped creatures, mothers do not collect 
  treasure. 
  Mother Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about mothers. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  13 
  This is a mother, a life-shaped construct capable of 
  storing other tissues. This reveals all life-shaped 
  construct traits. 
  18 
  Even tough it has a feminine name; there are both male 
  and female specimens. It can hold and sustain several 
  life-shaped tissues. 
  Pathfinder 
  This foot long sluggish creature has no discernable face, 
  with two flexible antennae on one of its ends. It has six short 
  legs and no arms. It is grey on the top, with blue spots running 
  down the center of its back, and brown on the belly. 
   
  Pathfinder 
  CR 1/10 
  Always N Tiny construct (life-shaped construct) 
  Init +3; Senses blind, scent; Listen +4 
  Languages ― 
  AC 15, touch 15, flat-footed 12 
   (+2 size, +3 Dex) 
  hp 1 (1/4 HD) 
  Fort +1, Ref +3, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +0 (1d2-2) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -10 
  Abilities Str 6, Dex 16, Con 8, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Track 
  Skills Hide +11, Listen +4, Survival +4 
  Advancement ― 
  Life-Shaped Features Tiny body, multiple legs (6) 
  locomotion, jaw manipulator, class IV sensor, regular 
  skin armor. 
  Skills A pathfinder has a +4 racial bonus on Listen and 
  a +2 racial bonus on Spot checks. 
   
  This bizarre creature looks like a large slug with legs. 
  It is usually used as a beacon, since it leaves a powerful 
  scent trail behind it, which can then be traced back by it. 
  Cost to Shape: 125 Cp. 
  Strategies and Tactics 
  Pathfinders prefer not to attack with their feeble bite, 
  using it as a last resort when they are caught in melee. If a 
  pathfinder‖can’t‖notice‖the‖ presence‖ of‖nearby‖predators‖
  with its scent ability ahead of time, it prefers to flee as far 
  as possible when discovering one. 
  Sample Encounter 
  Pathfinders might be accompanied by rhul-thaun 
  when hunting unfamiliar areas in the Cliffs where the 
  mists‖are‖thick,‖so‖they‖don’t‖get‖lost. 
  
  95 
  Individual (EL 1/10): Finding a pathfinder on the 
  ground while on the Jagged Cliffs is a pretty 
  straightforward encounter. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  pathfinders 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. Wild yihn-eflans are known to have 
  a taste for pathfinders. 
  Wild pathfinders are unheard of. 
  Environment: As life-shaped constructs, pathfinders 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical pathfinder 
  stands between 1 and 1 1/2 feet long and weighs around 1 
  pound. 
  Alignment: As life-shaped creatures, pathfinders are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, pathfinders do not collect 
  treasure. 
  Pathfinder Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about pathfinders. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  10 
  This is a pathfinder, a slug-like life-shaped creature. 
  This reveals all life-shaped construct traits. 
  12 
  The pathfinder has its name because of its ability to 
  locate its original track back to its starting point. 
  Producers 
  Producers exist to provide their shapers with supplies; 
  whether those supplies are food, clothing, or other 
  products depends on the producer itself. 
  Ban-enos 
  Before you sits a oversized frog-like creature. From its 
  mouth drips a large amount of a thick resin. A halfling sitting 
  next to the creature seems to be shaping the resin into various 
  shapes, from armor plates, to vases, to daggers. 
   
  Ban-enos 
  CR 1/3 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses Listen +0, Spot +0 
  Languages ― 
  AC 13, touch 13, flat-footed 11 
   (+1 size, +2 Dex) 
  hp 8 (1 HD) 
  Fort +2, Ref +0, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -3 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ drip resin, life-shaped construct traits 
  Feats Toughness 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features small body, multiple legs (4) 
  locomotion, jaw manipulator, basic sensor, regular 
  skin. 
  Drip Resin (Ex) A ban-enos constantly drips a thick 
  resin from its mouth that can be made into objects. 
  These items are always considered masterworked, 
  and have their hardness increased by 3. A ban-enos 
  drips enough resin to create up to 10 hit points worth 
  of objects per week. 
   
  This small life-shaped creature produces a tough, bone 
  like material that is used in the making of armor, 
  weapons, and household goods. 
  Some ban-enos have mutated in an interesting way. 
  There is no way to distinguish whether or not this 
  mutation has happened until one looks at the material the 
  ban-enos makes. If the bone material is subjected to 
  negative energy, the basic qualities of the material change. 
  The material from now on acts as if it were deep crystal 
  (XPH 182). Rumors of a renegade rhul-thaun clan to the 
  North describe them as making extensive use of this 
  material to augment their psionics. 
  Cost to Shape: 89 Cp. 
  Strategies and Tactics 
  As a living construct, ban-enos lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, but may flee if directed to by 
  their tender. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  ban-enos 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually within 
  life-shaping sanctuaries. Wild ban-enos are unheard of. 
  Environment: As life-shaped constructs, ban-enos can 
  be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Behind the Veil: Producers and Rhul-thaun Society 
  The ability to shape creatures that abundantly produce food and textiles sometimes might seem to contradict with the idea that the rhul-
  thaun need to complement their production with the vertical forests that grow on the Jagged Cliffs. This is because the life-shapers that 
  control their society prefer to focus their efforts into more profitable and perishable items, such as life-shaped grafts. Only when the direst 
  situations arise and revolt is imminent that they increase shaping more producers. 
  
  96 
  Typical Physical Characteristics: A typical ban-enos 
  stands between 1 and 3 feet tall and weighs around 30 
  pounds. They range in color from grey to green to blue. 
  While they are normally genderless, being living 
  constructs, when they mutate, there is a chance that they 
  could reproduce on their own. 
  Alignment: As life-shaped creatures, ban-enos are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, ban-enos do not collect 
  treasure. However, their resin has economical value for a 
  rhul-thaun that knows how to shape it, requiring a DC 12 
  Craft (life-shaped) check. Ban-enos resin is worth 2 Cp per 
  pint. 
  Ban-enos Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about ban-enos. Upon a successful skill check, 
  the following lore is revealed, including the information 
  from lower DCs. Knowledge (nature) can also be used, 
  but all check DCs increase by 10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a ban-enos, a producer life-shaped creature. This 
  reveals all life-shaped construct traits. 
  16 
  A ban-enos creates a thick resin that is useful in the 
  creation of hard materials, either household goods or 
  weapons and armor. 
  Bar-edum 
  Dozens of small round soft-back turtle-like creatures crawl 
  on the ground before you. Their backs are covered in a blue-
  green molted pattern. One by one, they lay eggs in a central pit 
  with an efficiency and speed that seems unnatural. 
   
  Bar-edum 
  CR 1/6 
  Always N Tiny construct (life-shaped construct) 
  Init +3; Senses Listen +0, Spot +0 
  Languages ― 
  AC 15, touch 15, flat-footed 12 
   (+2 size, +3 Dex) 
  hp 2 (1/4 HD) 
  Fort +3, Ref +3, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +0 (1d2-2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -10 
  Abilities Str 6, Dex 16, Con 8, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Great Fortitude 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features Tiny body, multiple legs (4) 
  locomotion, jaw manipulator, basic sensor, regular 
  skin. 
   
  Bar-edum are food producers, creating eggs that 
  provide massive amounts of nutrients. Four eggs will 
  provide a rhul-thaun with enough protein and calories for 
  a day. Their eggs will stay fresh for 2 weeks without 
  attention. 
  Cost to Shape: 50 Cp. 
  Strategies and Tactics 
  As a living construct, bar-edum lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, but may flee if directed to by 
  their tender. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  bar-edum 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. Wild bar-edum are unheard of. 
  Environment: As life-shaped constructs, bar-edum 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical bar-edum 
  stands between 1/2 and 2 feet long and weighs around 10 
  pounds. Their skin is a light grey color and their shells are 
  a molted green-blue color. They are unable to reproduce. 
  Alignment: Bar-edums are solely concerned with 
  acquiring sustenance. As most life-shaped creatures, they 
  are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, bar-edums do not collect 
  treasure. 
  Bar-edum Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about bar-edums. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a bar-edum, a producer life-shaped creature. 
  This reveals all life-shaped construct traits. 
  16 
  Bar-edums produce extremely nutritious eggs, which 
  are highly prized by the rhul-thaun. 
  Chuhn-egil 
  Before you is a small, leathery skinned, four legged creature 
  that is sitting on its hind legs. Its back is much larger than 
  seems normal, almost to the point of bursting, and it has small 
  appendages that come off of the sides of its back, four to each 
  side. The halfling next to the creature grabs one of the 
  appendages and squeezes it, causing a white sweet smelling 
  fluid to squirt out into a bucket. 
   
  
  97 
  Chuhn-egil 
  CR 1/2 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses Listen +0, Spot +0 
  Languages ― 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural) 
  hp 8 (1 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -2 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Toughness 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features Small body, multiple legs (4) 
  locomotion, jaw manipulator, basic sensor, tough skin 
  armor. 
   
  Chuhn-egils are producers that give milk from their 
  bulbous bodies. Their large backs hold many different 
  glands shaped to produce healthy, nutrient packed milk 
  that‖ gives‖ anyone‖ who‖ drinks‖ a‖ quart’s‖ worth‖ enough‖
  energy to last for a day of normal activity. 
  Cost to Shape: 90 Cp. 
  Strategies and Tactics 
  As a living construct, chuhn-egils lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, but may flee if directed to by 
  their tender. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  chuhn-egils 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. Wild chuhn-egils are unheard of. 
  Environment: as life-shaped constructs, chuhn-egils 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical chuhn-egil 
  stands between 2 and 3 feet tall and weighs around 40 
  pounds. Their back milk sacks can double their height or 
  triple their weight, depending on how often they are 
  milked. They are a light brown to black in color. Being life 
  shaped creatures, they do not reproduce. 
  Alignment: As life-shaped creatures, chuhn-egils are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, chuhn-egils do not collect 
  treasure. 
  Chuhn-egil Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about chuhn-egils. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a chuhn-egil, a producer life-shaped creature. 
  This reveals all life-shaped construct traits. 
  16 
  Chuhn-egils produce a rich milk product that is enjoyed 
  by the rhul-thaun. 
  Don-eguth 
  The small tree before you looks normal at first, but upon 
  closer inspection, you notice its bark is actually a series of small 
  grey-green scales. Hanging from its branches are small tear 
  shaped fruits that are deep red in color. 
   
  Don-eguth 
  CR 1/10 
  Always N Small construct (life-shaped construct) 
  Init -5; Senses blind, deaf 
  Languages ― 
  AC 10, touch 10, flat-footed 6 
   (+1 size, -5 Dex, +4 natural) 
  hp 3 (1 HD) 
  Fort +2, Ref +0, Will +0 
  Weakness vulnerability to defiling 
  Speed 0 ft. 
  Melee none 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp ― 
  Abilities Str ―, Dex ―, Con 12, Int ―, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Toughness 
  Skills ― 
  Advancement ― 
  Life-Shaped Features Small body, stationary, no 
  manipulator, no sensor, tough hide armor. 
   
  These small tree growths sprout from bulbs planted in 
  soil around the Jagged Cliffs. They are able to grow in 
  areas with little nourishment and are highly prized for 
  their medicinal properties. The fruit they produce, besides 
  being a sweet snack, also is very effective in fighting 
  sickness and as a poison antidote. 
  Cost to Shape: 30 Cp. 
  Strategies and Tactics 
  As a living construct, don-eguths lack a sense of self 
  preservation that living creatures possess. A don-eguth 
  has no means of attack. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  don-eguths 
  gain 
  nourishment from cam-rahn rather than food. They can 
  
  98 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. 
  Wild don-eguths are sometimes found in small caches 
  that cliff wanders or wind riders frequent. They do not 
  need nourishment in the same way as a normal don-
  eguth, as they take it from their surroundings like any 
  other plant would. 
  Environment: As life-shaped constructs, don-eguths 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical don-eguth 
  stands between 3 and 5 feet tall and weighs around 20 
  pounds. They range from yellow-green in color to grey 
  brown. They do not reproduce. 
  Alignment: As life-shaped creatures, don-eguths are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, don-eguths do not collect 
  treasure. 
  Don-eguth Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about don-eguths. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a don-eguth, a producer life-shaped creature. 
  This reveals all life-shaped construct traits. 
  16 
  Don-eguths are tree-like constructs that produce fruit 
  that is healthy and useful in neutralizing poisons. 
  Drun-sahn 
  This small snake-like creature slithers around the base of a 
  tree. As you look closely, it seems to be shedding its skin. The 
  new lavender skin underneath is different than the tawny 
  brown color of the shed skin. The shed skin is thicker than it 
  should be for an animal that size. 
   
  Drun-sahn 
  CR 1/4 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses Listen +0, Spot +0 
  Languages ― 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural) 
  hp 3 (1/2 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee bite +3 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -2 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Weapon Finesse 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features Small body, slither locomotion, 
  jaw manipulator, basic sensor, tough skin armor. 
   
  The drun-sahn is a prized producer based on the 
  leather that can be made from its shed skin. One of the 
  interesting properties of this producer is that the color of 
  the shed skin, and therefore the leather, can be 
  manipulated by a tender or shaper to achieve the desired 
  pigment or pattern. 
  Cost to Shape: 93,3 Cp. 
  Strategies and Tactics 
  As a living construct, drun-sahns lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, but may flee if directed to by 
  their tender. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  drun-sahns 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. Wild drun-sahns are unheard of. 
  Environment: As life-shaped constructs, drun-sahns 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical drun-sahn 
  stands between 1 and 3 feet long and weighs around 15 
  pounds. Their skin changes color based on its diet and the 
  desired leather of its tender. They do not reproduce. 
  Alignment: As life-shaped creatures, drun-sahns are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, drun-sahns do not collect 
  treasure. 
  Drun-sahn Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about drun-sahns. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a drun-sahn, a producer life-shaped creature. 
  This reveals all life-shaped construct traits. 
  16 
  The drun-sahn is a prized producer that can shed its 
  skin to make leather in different colors and patterns. 
  
  99 
  Fis-evar 
  Before you, walking vertically on the cliff face, is a small 
  herd of strange, extremely shaggy beasts. They stand on four 
  legs, each one ending in a large claw. They slowly eat the scrub 
  brush and moss hanging from the cliff, and ignore you 
  altogether. 
   
  Fis-evar 
  CR 1/2 
  Always N Medium construct (life-shaped construct) 
  Init +1; Senses Listen +0, Spot +0 
  Languages ― 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 9 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +3 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +3 
  Abilities Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Toughness 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features Medium body, multiple legs (4) 
  locomotion, jaw manipulator, basic sensor, regular 
  skin. 
   
  Fis-evars are slow herd animals shaped for their wool. 
  They produce enough wool to be sheared once a month, 
  and the wool is spun into high quality fabric. 
  Cost to Shape: 187 Cp. 
  Strategies and Tactics 
  As a living construct, fis-evars lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, but may flee if directed to by 
  their tender. 
  Wild fis-evars have developed a sense of self-
  preservation, and will fight back if pressed, though they 
  prefer to flee. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  fis-evars 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. 
  Environment: As life-shaped constructs, fis-evars can 
  be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical fis-evar 
  stands between 4 and 5 feet long and weighs around 100 
  pounds. They are a light green-grey color and are capable 
  of reproducing. 
  Alignment: As life-shaped creatures, fis-evars are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, fis-evars do not collect 
  treasure. 
  Fis-evar Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about fis-evars. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a drun-sahn, a producer life-shaped creature. 
  This reveals all life-shaped construct traits. 
  16 
  A fis-evar is prized for its wool. It can be found in the 
  wild at times, and make excellent pack animals. 
  Ghov-erad 
  Before you lying on the ground is a small flat slug-like 
  creature. Its back is wet and sticky and the creature gives off a 
  smell similar to sweet sap or sugar.  
   
  Ghov-erad 
  CR 1/10 
  Always N Medium construct (life-shaped construct) 
  Init -5; Senses Listen +0, Spot +0 
  Languages ― 
  AC 7, touch 5, flat-footed 7 
   (-5 Dex, +2 natural) 
  hp 6 (1 HD) 
  Fort +4, Ref ―, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee none 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp ― 
  Abilities Str ―, Dex ―, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Toughness 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features Medium body, stationary, jaw 
  manipulator, basic sensor, tough skin armor. 
   
  The ghov-erad is a flat, non-mobile creature that 
  secretes a thin film on its back. It does not eat, as its plant-
  like nature allows it to convert sunlight and its 
  surrounding nutrients into the resin that it creates. A 
  tender is required to move the creature every 10 days to 
  give it a new area from which to draw sustenance. The 
  film hardens into the material used to make drycloaks. 
  Cost to Shape: 162 Cp. 
  
  100 
  Strategies and Tactics 
  As a living construct, ghov-erad lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, and are unable to flee. 
  Ecology 
  Being 
  life-shaped 
  constructs, 
  ghov-erads 
  gain 
  nourishment from cam-rahn rather than food. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. Wild ghov-erads are unheard of. 
  Environment: As life-shaped constructs, ghov-erads 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical ghov-erad 
  is between 4 and 6 feet long and weighs around 125 
  pounds. They are dark blue to purple in color. They do 
  not reproduce. 
  Alignment: As life-shaped creatures, ghov-erads are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, ghov-erads do not collect 
  treasure. 
  Ghov-erad Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about ghov-erads. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a ghov-erad, a producer life-shaped creature. 
  This reveals all life-shaped construct traits. 
  16 
  A ghov-erad produces a secretion that turns into a resin 
  used by the rhul-thaun to create drycloaks. 
  Vash-erat 
  Before you walks a strange reptilian creature with strange 
  thick growths coming out of its back. Upon closer inspection, 
  the growths seem to be plant stalks ending in a small cluster of 
  grain. It shakes itself, and the soft sound of falling grain fills the 
  air. 
   
  Vash-erat 
  CR 1/2 
  Always N Medium construct (life-shaped construct) 
  Init +1; Senses Listen +0, Spot +0 
  Languages ― 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 natural) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee bite +3 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +3 
  Abilities Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Toughness 
  Skills Listen +0, Spot +0 
  Advancement ― 
  Life-Shaped Features Medium body, multiple legs (4) 
  locomotion, jaw manipulator, class I sensor, tough 
  skin armor. 
   
  This bizarre creature helps the rhul-thaun in areas 
  where there is little fertile farm land. The vash-erat is a 
  scavenger, and will eat anything and everything that is 
  around, from moss, to animal waste to dead animals. 
  When they can, rhul-thaun feed vash-erats a sweet 
  version of cam-rahn that will improve the flavor of the 
  grains. 
  Cost to Shape: 127 Cp. 
  Strategies and Tactics 
  As a living construct, vash-erats lack a sense of self 
  preservation that living creatures possess. They will not 
  fight back when attacked, but may flee if directed to by 
  their tender. 
  Ecology 
  Being life-shaped constructs, vash-erats can gain 
  nourishment from cam-rahn rather than food. They can 
  also eat anything digestible, given their task. They can 
  exist whenever their creator places them, usually near the 
  Jagged Cliffs region. 
  Wild vash-erat are sometimes spotted wandering 
  through the cliffs, but these wild constructs rarely last 
  long, as predators or the weight of their grain weighs 
  them down. 
  Environment: As life-shaped constructs, vash-erats 
  can be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical vash-erat 
  is between 4 and 5 feet tall and weighs around 90 pounds. 
  Its grain is a tan color, and its skin is brown to black in 
  color. They are capable of reproducing, though there is 
  little physical difference between the sexes. 
  Alignment: As life-shaped creatures, vash-erats are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, vash-erats do not collect 
  treasure. 
  Vash-erat Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about vash-erats. Upon a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. Knowledge (nature) can also 
  be used, but all check DCs increase by 10. 
  
  101 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a vash-erat, a producer life-shaped creature. This 
  reveals all life-shaped construct traits. 
  16 
  A vash-erat can turn any sort of organic waste into a 
  kind of nutritive grain. 
  Reggelid 
  Initially presented in Terrors of Athas, reggelids are 
  wandering‖humanoids‖searching‖the‖Misty‖Border’s‖foul‖
  swamp‖ for‖ scraps‖ of‖ the‖ First‖ Sorcerer’s‖ lost‖ arcane‖
  knowledge. 
  The 
  examples 
  below 
  represent 
  three 
  archetypes that can fill out reggelid encounters: a 
  sorcerous bodyguard, a killer of life-shapers, and the 
  knowledgeable leader of a reggelid community. 
  Arcane Warden 
  This humanoid creature looks like an ugly, tough elf. As he 
  notices you, he stretches his palm to the ground as he utters 
  ancient words. 
   
  Arcane Warden 
  CR 6 
  Male reggelid fighter 3 
  NE Medium monstrous humanoid 
  Init +6; Senses darkvision 60 ft; Listen +11, Spot +11 
  Languages Bvanen, Reggelid 
  AC 16, touch 13, flat-footed 13 
   (+2 Dex, +3 natural, +1 deflection)  
  hp 44 (6 HD) 
  Fort +6, Ref +6, Will +7 
  Speed 20 ft. (4 squares) 
  Melee dagger +8/+3 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Combat Gear 2 fruit-potions of cure moderate wounds, 
  wand of magic missile (CL 3rd, 25 charges) 
  Wizard Spells Prepared (CL 3rd): 
  3rd—fireball (DC 16), lightning bolt (DC 16) 
  2nd—darkness, flaming sphere (DC 15), scorching ray (+8 
  ranged touch), summon monster II 
  1st—burning hands (DC 14), chill touch (DC 14), magic 
  missile, shocking grasp (+6 melee touch) 
  0—acid splash (+8 ranged touch), detect magic, ray of frost 
  (+8 ranged touch), read magic 
  Abilities Str 10, Dex 14, Con 14, Int 21, Wis 16, Cha 6 
  SQ magic lore 
  Feats Alertness, Controlled Raze, Improved Initiative, 
  Weapon Finesse 
  Skills Concentration +11, Decipher Script +9, Intimidate 
  +7, Knowledge (arcana) +14, Knowledge (warcraft) +8, 
  Listen +11, Spellcraft +16, Search +10, Spot +11, Use 
  Magic Device +1 (+3 using scrolls), Survival +3 (+5 
  following tracks) 
  Possessions combat gear plus bone dagger, ring of 
  protection +1. 
  Spellbook spells prepared plus 0—all; 1st—mage armor, 
  summon monster I 
  Magical Lore (Ex) When using a spell-completion or 
  spell-trigger item, a reggelid adds +1 caster level to 
  the‖magic‖item’s‖caster level. 
   
  An arcane warden is a protector of the magical hoards 
  and amassed knowledge of the reggelid community. They 
  often accompany more experienced reggelids in their 
  searches for lost arcane knowledge and items through the 
  swamp. 
  The arcane warden presented here had the following 
  ability scores before racial adjustments and Hit Dice 
  ability score increases: Str 10, Dex 12, Con 14, Int 13, Wis 
  15, Cha 8. 
  Strategies and Tactics 
  The arcane warden prefers to cast his ranged spells as 
  soon as any potential opponent comes within range, 
  focusing his attacks on the most dangerous target or 
  anyone with healing capabilities. 
  Blighter 
  The rotten remains of butchered life-shapes hang from her 
  body… 
   
  Blighter 
  CR 10 
  Female reggelid defiler 3/leech 4 
  CE Medium monstrous humanoid 
  Init +0; Senses darkvision 60 ft; Listen +7, Spot +11 
  Aura tainted (20 ft.) 
  Languages Bvanen, Reggelid, Thri-kreen 
  AC 15, touch 12, flat-footed 15 
   (+3 natural, +2 deflection)  
  hp 35 (10 HD) 
  Fort +6, Ref +5, Will +13 
  Speed 20 ft. (4 squares) 
  Melee mwk dagger +7/+2 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Combat Gear scroll of organic corruption, scroll of organic 
  disruption, fruit-potion of cure moderate wounds 
  Special Actions cannibalizing raze +1, Fast Raze 
  Wizard Spells Prepared (CL 7th): 
  4th—ice storm, summon monster IV 
  3rd—lightning bolt (DC 20), organic disruption* (2) (DC 
  20) 
  2nd—darkness, organic corruption* (2) (DC 19), scorching 
  ray (+2 ranged touch), summon monster II 
  1st—mage armor, burning hands (DC 18), chill touch (DC 
  18), magic missile, shield, shocking grasp (+6 melee 
  touch) 
  0—acid splash (+6 ranged touch), detect magic, ray of frost 
  (+6 ranged touch), read magic 
  *New spell described on page 23 
  Spell-like Abilities (CL 7th) 
  1/day—death knell (DC 19) 
  Abilities Str 10, Dex 10, Con 13, Int 25, Wis 16, Cha 10 
  SQ life-draining radius 
  Feats Agonizing Radius, Fast Raze, Great Fortitude, 
  
  102 
  Silent Spell, Scribe ScrollB, Track 
  Skills Bluff +11, Concentration +14, Decipher Script +12, 
  Disguise +0 (+2 to act in character), Gather 
  Information -2, Handle Animal -2, Intimidate +4, 
  Knowledge (arcana) +20, Knowledge (geography 
  *Rajaat’s‖Swamp+)‖+15,‖Knowledge (nature) +9, Listen 
  +7, Search +17, Spellcraft +22, Spot +11, Survival +9 
  (+11 to keep from getting lost/following tracks), Use 
  Magic Device +5 (+7 using scrolls) 
  Possessions combat gear plus masterwork obsidian 
  dagger, ring of protection +2, cloak of resistance +2, 
  headband of intellect +2 
  Spellbook spells prepared plus 0—all; 1st—ray of 
  enfeeblement, 
  summon 
  monster 
  I; 
  2nd—
  blindness/deafness, invisibility; 3rd—dispel magic 
  Cannibalizing Raze While casting a spell, the blighter 
  can increase her effective caster level by one, but in so 
  doing, she takes 1d8 points of damage. This damage 
  requires a Concentration check DC 10 + damage 
  inflicted or the spell fails. Apx I 27. 
  Magical Lore (Ex) As Arcane Warden. 
  Life-draining Radius Living beings caught in the 
  leech’s‖ defiling‖ radius‖ suffer‖ 1‖ point‖ of‖ damage‖ per‖
  level of the spell being cast. Apx I 27. 
  Tainted Aura People feel uncomfortable and wary 
  when she is present and animals whimper when she 
  approaches. Apx I 27. 
   
  Devoting herself to exterminating the rhul-thaun, a 
  blighter represents those of the reggelid society who 
  utilize the arcane knowledge they gather to continue and 
  excel at the Ages-long hostilities that pits them against the 
  rhul-thaun neighbors. 
  The blighter presented here had the following ability 
  scores before racial adjustments, Hit Dice ability score 
  increases, and equipment bonuses: Str 10, Dex 8, Con 13, 
  Int 15, Wis 14, Cha 12. 
  Strategies and Tactics 
  The‖blighter‖uses‖her‖spells‖to‖target‖her‖enemies’‖life-
  shaped tools and grafts, as their great dependency on m is 
  the rhul-thaun’s primary weakness. 
  First Hoarder 
  This reggelid seems ancient beyond measure; his tall, lanky 
  frame is bent over, giving him the appearance of a hunchback. 
  Only his sulphurous eyes, always probing and searching, tells 
  you that an acute mind still inhabit this frail body. 
   
  First Hoarder 
  CR 16 
  Male reggelid defiler 7/loremaster 7 
  NE Medium monstrous humanoid 
  Init +2; Senses darkvision 60 ft; Listen +8, Spot +8 
  Languages Bvanen, Elven, Reggelid, Rhul-thaun, Thri-
  kreen 
  AC 24, touch 16, flat-footed 21 
   (+2 Dex, +3 natural, +5 armor, +4 deflection)  
  hp 48 (17 HD) 
  SR 18 
  Fort +11, Ref +15, Will +21 
  Speed 20 ft. (4 squares) 
  Melee dagger +8/+3 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +8 
  Combat Gear wand of wall of fire (CL 10th, 30 charges), 
  scroll of organic corruption, scroll of organic disruption, 
  fruit-potion of cure moderate wounds 
  Wizard Spells Prepared (CL 14th, 1d20+18 to overcome 
  SR): 
  7th—finger of death (DC 26), limited wish, vision 
  6th—analyze dweomer, greater dispel magic, legend lore 
  5th—extended charm monster (DC 23), prying eyes*, secret 
  chest, teleport 
  4th—charm monster (DC 23), greater invisibility, locate 
  creature, mnemonic enhancer, wall of fire 
  3rd—arcane sight*, dispel magic*, fireball* (DC 22), 
  extended invisibility, hold person (DC 22), protection from 
  energy 
  2nd—darkness, invisibility*, locate object, protection from 
  arrows, silent magic missile, scorching ray (+11 ranged 
  touch) 
  1st—alarm, protection from good, mage armor*, magic 
  missile, sleep (DC 20), shield 
  0—detect magic (2), read magic (2) 
  *Denotes spell that can be prepared without spellbook 
  Abilities Str 8, Dex 15, Con 10, Int 29, Wis 16, Cha 12 
  SQ greater lore, lore +23 
  Feats Craft Wand, Craft Wondrous Item, Eschew 
  Materials, Extend Spell, Magical Aptitude, Scribe 
  ScrollB, Skill Focus (Knowledge [arcana]), Spell 
  Mastery, Spell Penetration, Silent Spell  
  Skills Appraise +19 (+21 related to alchemy), Bluff +21, 
  Concentration +20, Craft (alchemy) +19, Decipher 
  Script +19, Diplomacy +3, Disguise +1 (+3 to act in 
  character), Gather Information +16, Intimidate +3, 
  Knowledge (arcana) +32, Knowledge (geography 
  *Rajaat’s‖ Swamp+)‖ +19,‖ Listen +8, Search +24, Speak 
  Language (Elven), Spellcraft +31 (+33 to decipher 
  spells on scrolls), Spot +8, Survival +3 (+5 to avoid 
  getting lost/following tracks), Use Magic Device +13 
  (+17 using scrolls) 
  Possessions combat gear plus ring of protection +4, black 
  robe of the archmagi, headband of intellect +4 
  Spellbook spells prepared plus 0—all; 1st—identify, 
  summon 
  monster 
  I; 
  2nd—fox’s 
  cunning, 
  organic 
  corruption*; 3rd—organic disruption*; 4th—fire shield; 
  5th—dominate person; 6th—antimagic field 
  *New spell described on page 23 
  Greater Lore (Ex) The first hoarder has the ability to 
  understand magic items, as with the identify spell. 
  DMG 192. 
  Magical Lore (Ex) As Arcane Warden. 
   
  The first hoarder is the leader of a reggelid 
  community. His title come from being the reggelid of a 
  given area who has amassed the most magical and arcane 
  knowledge. 
  
  103 
  The first hoarder presented here had the following 
  ability scores before racial adjustments and Hit Dice 
  ability score increases, and equipment bonuses: Str 8, Dex 
  13, Con 10, Int 15, Wis 14, Cha 12. 
  Strategies and Tactics 
  The first hoarder always tries to know all he can of his 
  opponents before facing them. He will then cast, time 
  permitting, mage armor and shield, before unleashing his 
  most powerful offensive spells, such as fireball and wall of 
  fire, since most rhul-thaun hate or fear fire. 
  Sample Encounters 
  Reggelid usually operate in small bands, dedicated to 
  finding arcane items or destroying rhul-thaun. Most 
  encounters with reggelids include more than one of the 
  ‚hated‖ destroyers‛,‖ as‖ the‖ rhul-thaun call them — an 
  encounter involving three to ten is more common. A 
  single reggelid is more likely to withdraw using magic 
  and to call reinforcements, especially if the opponent 
  carries any magical gear. 
  Extermination Brigade (EL 6+): If a reggelid detects 
  any rhul-thaun party near his village, he will mobilize an 
  extermination brigade quickly. Many reggelids jump at 
  the opportunity of slaying a few of their sworn enemies. 
  An extermination brigade usually includes multiple 
  reggelids with a single individual — usually a blighter — 
  in command. 
  EL 11: One blighter and five reggelids (ToA 111) search 
  for signs of rhul-thaun activity, ruthlessly attacking on 
  first sight. 
  Patrol (EL 9-11): Groups of arcane wardens most often 
  patrol‖ their‖ village’s‖ boundaries‖ as‖ its first layer of 
  defense. 
  EL 9: Three arcane wardens search for bvanen, rhul-
  thaun, or any other intruder. They will first call for help 
  before closing in and attacking. 
  History 
  Twisted by the foul magic of Rajaat, reggelids actually 
  came from a proud nation of elves living in the forests 
  that were to become the site of the Misty Sea, an area 
  located south of the present Misty Border, in the ancient 
  elven kingdom of Rae'gaelyn, which has ancient ties with 
  the ghost elves of Sylvandretta (see Mindlords of the Last 
  Sea for more information). 
  First there was an increase in birth deformities, as 
  magical pollutants from Rajaat's experiments seeped into 
  the kingdom's water. Many years passed before the elves 
  noticed the link between the tainted water and the 
  malformed children. When they realized what was 
  happening, it was too late. Completely distraught and 
  apathetic, the few unaltered rae'gaelyns decided to leave 
  for the North, to dwell in the lush forests near the Marnita 
  Sea. Ever since, they became extremely concerned in 
  preserving their racial purity, influencing their cousins to 
  do the same. The altered rae'gaelyns further mutated until 
  they achieved their present-day appearance. 
  Ironically, the mutated rae'gaelyns left behind started 
  worshiping and venerating a rhul-takh that managed to 
  survive the First of Wars. Hiding its true origins, it told 
  them to battle the evil rhul-thaun. Ever since they have 
  developed an ever-growing hate for the descendant of the 
  rhulisti and everything related to them. 
  The reggelids that reside in the North are exiles and 
  hermits coming from their southern empire, where they 
  are civilized and live in true cities, albeit alien ones to 
  people of the Tyr Region. 
  In the far north of the Swamp, there is one site that 
  causes continued struggle from the more savage reggelid 
  outcasts. A tribe of renegade rhul-thaun has taken up 
  residence in ancient ruins built into the side of the cliff. 
  Unlike most rhul-thaun, this tribe uses psionics and 
  elemental magic. The reggelids suspect that great magic 
  from the past lies here, and the tribe reveres its ancestors 
  whom they claim to speak to. While other rhul-thaun 
  despise these renegades, the tribe always warns other 
  communities of impending attacks. 
  Ecology 
  While the only known reggelid dwell at the base of the 
  Jagged Cliffs, some evidence of real reggelid cities are 
  sometimes 
  retrieved 
  from 
  reggelid 
  corpses 
  after 
  confrontation with rhul-thaun. Their permanent villages 
  are usually build in rocky caves at the base of the Cliffs 
  while their temporary encampments sit on defensible, 
  barren patches of higher ground within the swamp itself. 
  Environment: Reggelid prefer to live on warm dry 
  areas, such as the Crimson Savannah, or more humid 
  locations, such as the‖vicinity‖of‖Rajaat’s‖Swamp. 
  Typical Physical Characteristics: Reggelid stand 
  typically 7 feet tall and weigh 140 pounds. Females are 
  slightly lighter and shorter, standing around 6 1/2 feet and 
  weighing around 130 pounds. 
  Their facial features resemble those of elves, with 
  pointed ears, but they have an exaggerated mouth, a 
  pointed chin, and a thick brow. They have six digits, 
  however, on each hand and each foot. Reggelid have fair 
  skin and pale hair, white is the most common color, but 
  gray and blonde is not uncommon. 
  Alignment: Most reggelids are neutral evil, but some 
  become so corrupted by their hatred they become chaotic 
  evil. 
  Society 
  The hierarchy of reggelid society is determined by 
  magical prowess — reggelid leaders are always the most 
  powerful defilers in the tribe. It is so ingrained in this 
  stratified 
  worldview 
  that 
  reggelids 
  automatically 
  recognize members of their race more magically adept 
  Behind the Veil: Northern Rhul-thaun 
  The ruins this long ―lost‖ tribe inhabits holds ancient magic, dating back to the end of the Cleansing Wars. Mighty weapons of great power 
  lie unused and unknown to the tribe of rhul-thaun that inhabits the ruins. The ancients they speak with are the spirits of the inhabitants of 
  this place, powerful druids, psions, and preservers who guide the tribe for some unknown purpose. These ruins will be more detailed in a 
  future release. 
  
  104 
  than themselves and defer to them accordingly. Reggelids 
  bear a special hatred for the rhul-thaun, and have 
  developed spells that target and destroy the rhul-thaun’s‖
  life-shaped creations. 
  The reggelids, as a race, are the ancient descendants of 
  one of the Rebirth races whose form was corrupted by the 
  mystical energies that Rajaat’s‖experiments‖released‖in‖the‖
  verdant‖ paradise‖ that‖ was‖ to‖ become‖ known‖ as‖ Rajaat’s‖
  Swamp. 
  It is rumored that the reggelids at the base of the 
  Jagged Cliffs are exiles, or willing expatriates from more 
  advanced domain sitting in the hot, foul mists of the 
  swamp. 
  Typical Treasure 
  Reggelids have standard treasure for NPCs of their 
  Challenge Rating, but most encountered outside their 
  sheds carry little besides arcane items of power. 
  Reggelids as Characters 
  See page 111 of Terrors of Athas for information on 
  reggelid characters. 
  Reggelid Lore 
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about reggelids. 
  When a character makes a successful skill check, the 
  following lore is revealed, including the information from 
  lower DCs. 
   
  Knowledge (Arcana) 
  DC 
  Result 
  15 
  None has ever seen a reggelid affected by the swamp 
  mutagenic properties. 
  20 
  For some unknown reason, reggelids are sometimes 
  able to harness the Swamp’s mutagenic energies. 
  25 
  A special connection between the reggelids and arcane 
  magic enables them, with time, to fully embrace their 
  magical ascendancy and transcend even the magical 
  aptitude of their race. 
   
  Knowledge (Nature) 
  DC 
  Result 
  13 
  This creature is a reggelid, a highly intelligent and evil 
  monstrous humanoid. This result reveals all monstrous 
  humanoid traits. 
  18 
  Reggelids are obsessed by magic and magical items in 
  general and continuously search for arcane items. They 
  rarely venture out of Rajaat’s Swamp. 
  23 
  Reggelids have a natural aptitude for magical studies; 
  all reggelids possess some measure of magical powers. 
  This result provides a semicomplete list (roughly 75% 
  accurate) of the reggelid racial traits (ToA 111). 
  Rhul-Takh 
  This hideous four-armed, four-legged creature seems to have 
  come out of your nightmares. It has eight limbs, the upper four 
  ending in four vicious claws and the lower ones in powerful 
  legs. A green, viscous liquid drips from its fangs. 
   
  Rhul-Takh 
  CR 10 
  Always LE Medium construct (life-shaped construct) 
  Init +5; Senses darkvision 60 ft.; Listen +3, Spot +5 
  Languages understands Rhulisti 
  AC 27, touch 11, flat-footed 26; Dodge 
   (+1 Dex, +16 natural)  
  hp 112 (16 HD); fast healing 5; DR 5/― 
  Immune acid, poison, paralysis, and stunning 
  Fort +15, Ref +6, Will +4 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 4 claws +17 each (1d6+7) and bite +17 (1d6+3 plus 
  1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +19 
  Atk Options despair, Blind-Flight, Power Attack 
  Abilities Str 24, Dex 13, Con 21, Int 6, Wis 9, Cha 7 
  SQ death cloud, life-shaped construct traits 
  Feats 
  Alertness, 
  Blind-Flight, 
  Dodge, 
  Improved 
  Initiative, MultiattackB, Multiweapon Fighting, Power 
  Attack  
  Skills Climb +18, Jump +18, Listen +3, Survival +3, Spot 
  +5, Tumble +3 
  Advancement 16―21‖ HD (Medium);‖ 22―28‖ HD 
  (Large) 
  Death Cloud (Ex) When a rhul-takh dies, it expels a 
  cloud of poisonous gas that fills its space and all 
  squares within 10 feet. Any creature within the cloud 
  must succeed in a DC 21 Fortitude save to negate the 
  initial 
  and 
  secondary 
  effects 
  (1d6 
  points 
  of 
  Constitution 
  damage 
  each). 
  The 
  save 
  DC 
  is 
  Constitution-based. 
  Despair (Su) At the mere sight of a rhul-takh, a creature 
  must succeed on a DC 16 Will save or be paralyzed 
  with fear for 1d4 rounds. Whether or not the save is 
  successful, the creature cannot be affected again by 
  that same rhul-takh despair ability for 24 hours. The 
  save DC is Charisma-based. 
  Skills Rhul-takh have a +8 racial bonus on Climb and 
  Jump checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Very few rhul-takh yet traverse Athasian grounds, 
  nearly immortal remnants of the ancient First of Wars. 
  Rhul-takhs were a nature-bender response to the life-
  shaped creatures that ended up becoming the sentient 
  war machine known as the Green Rhul (see page 72). 
  Their great strength, toughness and skill in combat make 
  them fearsome enemies, while poor intelligence and 
  recklessness makes them more suitable as shock troops. A 
  rhul-takh obeys its master with suicidal fanaticism. 
  Strategies and Tactics 
  Rhul-takhs relies on their superior size and fighting 
  capabilities in order to overwhelm their enemies and 
  usually do not bother to using nothing but simple tactics 
  unless commanded otherwise. It usually charges towards 
  the nearest opponent and fights until the foe is dead, 
  quickly switching to another foe until either it or all other 
  opponents are dead. 
  
  105 
  Sample Encounter 
  Rhul-takhs used to accompany their nature-bender 
  masters to serve as warriors, sentinels, and bodyguards. 
  Nowadays, the vast majority of the rhul-takh solitarily 
  prowls the Athasian wilderness. 
  Blast From the Past (EL 10): A lone rhul-takh has 
  recently come out of hibernation and it has begun 
  scouting the nearby area in search of its long dead 
  masters, killing and feeding off everything found on its 
  path. 
  Ecology 
  Most rhul-takh are now long gone, having either 
  perished in battle or to the Brown Tide, or failing to 
  maintain their hibernation. 
  Environment: A rhul-takh is able to endure nearly 
  every climate, except the most arid and shiny ones. They 
  seek underground lairs, or naturally moist and dark 
  places, such as swamps. 
  Typical Physical Characteristics: A rhul-takh stands 
  between 5 and 7 feet in height and typically weights 
  between 200 and 250 pounds. They cannot speak, but they 
  understand Rhulisti and follow instructions from their 
  creators. 
  Rhul-takh scales vary from dark green to jet black. 
  Their fine details vary greatly, such as the addition of fins 
  or additional eyes, usually to reflect the personal tastes of 
  their creator. All rhul-takh are asexual and cannot 
  reproduce. 
  Alignment: Rhul-takhs are always lawful evil and 
  loyally follow their nature-bender masters, however cruel 
  or bloodthirsty. Like other evil creature, they revel in 
  cruelty and take every opportunity to cause fear and pain 
  in those they can. 
  Society 
  Rhul-takhs are social creatures, and prefer the 
  company of their creators and equals to solitary existence. 
  They do however; harbor an intense hatred for all other 
  life-shaped creatures and rhulisti that do not bear the 
  specific genetic marker of their creators. 
  Typical Treasure 
  Rhul-takhs rarely have any treasure, although its 
  creator might have equipped one with life-shaped grafts 
  and/or protective psionic items. 
  Rhul-Takh Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about rhul-takhs. Upom a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  20 
  Rhul-takhs are hideous life-shaped creatures. This result 
  reveals all life-shaped construct traits. 
  25 
  Rhul-takhs were created by ancient rhul-thaun life-
  shapers in order to battle other life-shapers. 
  30 
  Rhul-takhs have the ability to freeze their enemies with 
  fear and even in their deaths they are deadly, 
  enveloping their foes with a poisonous cloud. 
  Shieldswarm 
  A whirling, buzzing cloud of wasp-like insects flutters 
  closer, as if angered by your presence.  
   
  Shieldswarm 
  CR 3 
  Always N Diminutive construct (life-shaped construct, 
  swarm) 
  Init +4; Senses low-light vision; Listen +4, Spot +2 
  Languages ― 
  AC 18, touch 18, flat-footed 14 
   (+4 size, +4 Dex)  
  hp 21 (6 HD) 
  Immune weapon damage; swarm immunities 
  Fort +4, Ref +6, Will +2 
  Weakness 
  vulnerability 
  to 
  defiling; 
  swarm 
  vulnerabilities 
  Speed 20 ft. (4 squares), fly 40 ft. (average) (8 squares); 
  Flyby Attack 
  Melee swarm (2d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +4; Grp -2 
  Atk Options distraction 
  Abilities Str 2, Dex 19, Con 8, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits, swarm traits 
  Feats Ability Focus (distraction), Flyby Attack, Hover 
  Skills Hide +16, Listen +4, Spot +2, Survival +3 
  Advancement ― 
  Distraction (Ex) Fortitude DC 14, nauseated 1 round. 
  The save DC is Constitution-based. 
   
  A shieldswarm consists of around 3,000 shieldbugs 
  that develop a defensive feeling towards a specific 
  creature, protecting it at all costs. These creatures are a 
  boon to windriders. 
  Strategies and Tactics 
  Whenever a creature approaches, they move to 
  overwhelm it. It attacks relentlessly, only stopping when 
  destroyed or after the target moves away from the host. 
  If trained to guard by a windrider, they usually 
  position themselves between the windrider and the foe, 
  giving the windrider concealment (PH 152). 
  Sample Encounter 
  A shieldswarm is usually encountered accompanying 
  a windrider, but it can also be encountered alone. 
  Individual (EL 3): When a shieldswarm does not have 
  a protective target, it becomes extremely aggressive and 
  territorial, attacking any creature that approaches. 
  Windrider Escort (EL 9): Vanus-aiha (LN female rhul-
  thaun rogue 5/windrider 2) and her bonded shieldswarm 
  are flying around the currents on the Jagged Cliffs when a 
  band of pterrax riders attacks. Vanus-aiha is clearly 
  overwhelmed and is desperately searching for help. 
  
  106 
  Ecology 
  As life-shaped constructs, shieldswarms can be found 
  anywhere. However, as creation of the rhul-thaun, they 
  usually share the same environment as those who created 
  them. 
  Environment: Shieldswarms can be found almost 
  anywhere on Athas, although the vast majority are in the 
  Jagged Cliffs region. They strongly dislike extremes of 
  heat or cold. 
  Typical Physical Characteristics: A typical shieldbug 
  is 6 inches long and weights 1 to 2 ounces. It resembles a 
  big wasp. 
  Alignment: As life-shaped creatures, shieldbugs are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, shieldswarms do not 
  accumulate money or any sort of treasure. 
  Shieldswarm Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about shieldswarms. When a character makes 
  a successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  10 
  This is a shieldswarm, a Diminutive mass of 
  shieldbugs. This result reveals all life-shaped construct 
  and swarm traits. 
  13 
  Shieldswarms are very protective. Their name comes 
  from their behavior of recklessly shielding their owner. 
  18 
  Shieldswarms can be used for protection and offense. 
  Some 
  rhul-thaun, 
  especially 
  windriders 
  keep 
  shieldswarms for this purpose. 
  Slapper 
  This creature, perched over a halfling’s shoulders, looks like 
  a medium-sized lizard, with a foot and a half long body. Its tail 
  is three feet long and ends with a large, flat, bony plate. 
   
  Slapper 
  CR 1/2 
  Always N Small construct (life-shaped construct) 
  Init +6; Senses low-light vision; Listen +1, Spot +3 
  Languages ― 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural)  
  hp 3 (1/2 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee tail slap +2 (1d3+1) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tail slap) 
  Base Atk +0; Grp -3 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Improved Initiative, Deflect ArrowsB 
  Skills Hide +6, Listen +1, Spot +3 
  Advancement ― 
  Life-Shaped Features Small body, multiple legs (4), 
  sting manipulator, basic sensor, tough skin armor. 
   
  This beast is usually found over the shoulders of its 
  owner during combat, gripping him under both armpits. 
  Cost to Shape: 100 Cp. 
  Strategies and Tactics 
  Any creature or object that quickly approaches its 
  owner is subject to attack by the slapper. 
  Sample Encounter 
  Slappers are created with the sole reason as serving 
  the rhul-thaun as defensive gear. 
  Individual (EL 1/2): Finding a lone slapper is a pretty 
  straightforward encounter. 
  Ecology 
  Wilds slappers are more common in the rocky 
  foothills of the Jagged Cliffs and avoid open areas and 
  agricultural regions. They live in burrows dug by other 
  animals or may construct their own. 
  A slapper's diet generally consists of small rodents, 
  juvenile birds as well as eggs of both birds and reptiles. A 
  slapper eats large meals infrequently and can consume a 
  meal one third its body weight. Young slappers are 
  known to be able to consume up to 50% of their body 
  weight. An adult slapper can consume its entire yearly 
  energy budget in three or four meals. 
  Wild slappers are relatively social creatures. They 
  recognize and interact with many individuals throughout 
  their home range and have been seen in burrows together 
  in separate years. 
  Slappers are oviparous, meaning they lay eggs. Five 
  eggs is the average clutch size, but can reach up to twelve 
  eggs at a time. The mating season happens between 
  Morrow and Octanus and slappers lay their eggs in 
  Hexameron and Morrow of the following year. These 
  eggs then incubate in burrows and develop from fall to 
  the early spring, and young appear between Thaumast 
  and Morrow. 
  Environment: As life-shaped constructs, slappers can 
  be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical slapper 
  stands between 1 1/2 and 2 feet tall and weighs around 25 
  pounds. 
  There is moderate sexual dimorphism within this 
  species, as males are larger, have a wider head, and a 
  squarer frame than females. Female slappers tend to have 
  an oval shaped body. 
  Alignment: As life-shaped creatures, slappers are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild slappers are solely 
  concerned with acquiring sustenance and multiplying. 
  
  107 
  Typical Treasure 
  Being life-shaped creatures, slappers do not collect 
  treasure. 
  Slapper Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about slappers. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  10 
  This is a slapper, a lizard-like life-shaped construct. 
  This reveals all life-shaped construct traits. 
  15 
  A slapper perches over the shoulder of its owner and 
  attacks any offensive creature unless ordered otherwise. 
  Splitter 
  Standing five and a half feet tall, this creature has a broad, 
  round, barrel chest that stands on six legs. It has no separate 
  head, but the top of its torso ends in a large, upward facing 
  mouth. It has four eyes, set just below the toothless mouth. Two 
  arms sprout from the back of the beast, bending up and over the 
  mouth. 
   
  Splitter 
  CR 1/2 
  Always N Medium construct (life-shaped construct) 
  Init +1; Senses low-light vision; Listen +2, Spot +6 
  Languages ― 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 natural)  
  hp 6 (1 HD) 
  Immune ingested poisons 
  Fort +4, Ref +1, Will +0 
  Weakness vulnerability to defiling 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +2 each (1d4+3) and bite +0 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +3 
  Abilities Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits, split tissue 
  Feats Multiattack 
  Skills Listen +2, Spot +6 
  Advancement ― 
  Life-Shaped Features Medium body, multiple legs (6), 
  jaw and claw manipulator, class II sensor, tough skin 
  armor 
  Split Tissue (Ex) When handed a tissue and a 
  command word is spoken, the splitter swallows it, 
  producing a cutting. After 1d4 days, the tissue and its 
  cutting are dropped on the floor underneath it. A 
  medium splitter can hold only one life-shaped tissue 
  at a time. 
   
  This creature, which could at first glance be mistaken 
  for a xorn, is commonly used as a way to duplicate life-
  shaped tissues. 
  Cost to Shape: 230 Cp. 
  Strategies and Tactics 
  Splitters were not designed with combat in mind, and 
  fair very poorly in those situations. Their intimidating is 
  usually enough to ward off predators. 
  Sample Encounter 
  Splitters are created for the sole purpose of replicating 
  life-shaped items. They are almost never found outside 
  rhul-thaun buildings. 
  Breeding Room (EL 5): Eight splitters are located 
  within a shaper laboratory, replicating minor life-shaped 
  items. They were trained to attack anyone without a life-
  shaper cosmetic graft. 
  Ecology 
  Being life-shaped constructs, splitters require nothing 
  but cam-rahn and a hospitable environment in order to 
  subsist. They can exist wherever their creator places them, 
  be it subterranean chambers, safehomes, or life-shaping 
  sanctuaries. They have no natural prey or predator, 
  preferring to avoid any dangerous situations if possible. 
  Environment: As life-shaped constructs, splitters can 
  be found anywhere. However, as creation of the rhul-
  thaun, they usually share the same environment as those 
  who created them. 
  Typical Physical Characteristics: A typical splitter 
  stands between 5 and 7 feet tall and weighs around 100 
  pounds. 
  Alignment: As life-shaped creatures, splitters are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. 
  Typical Treasure 
  Being life-shaped creatures, splitters do not collect 
  treasure. 
  Splitter Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about splitters. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  This is a splitter, a life-shaped construct which can 
  duplicate life-shaped tissues. This reveals all life-
  shaped construct traits. 
  16 
  Splitters are immune to ingested poisons. 
  Swamp-touched Creature 
  Some hapless created are mutated beyond recognition 
  by‖ Rajaat’s‖ Swamp,‖ becoming‖ hideous‖ monstrosities.‖
  Some, by luck or ill-fate, become strong and thrive. 
  
  108 
  Swamp-touched Crodlu 
  This bizarre-looking lizard has large feathery wings jutting 
  out of its body. Its fangs drip a greenish fluid, its claws razor 
  sharp. 
   
  Swamp-touched Crodlu 
  CR 4 
  Always N aberration 
  Init +5; Senses low-light vision, scent; Listen +7, Spot +0 
  Languages ― 
  AC 16, touch 14, flat-footed 11 
   (-1 size, +5 Dex, +2 natural) 
  hp 30 (4 HD) 
  Fort +7, Ref +9, Will +3 
  Speed 50 ft. (10 squares), fly 100 ft. (poor); Run 
  Melee 2 claws +6 each (1d6+4) and bite +1 (1d8+2 plus 
  poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Atk Options improved grab, poison (DC 15, 1d6 
  Str/1d6 Str), pounce, rake 1d6+2 
  Abilities Str 18, Dex 20, Con 16, Int 2, Wis 14, Cha 8 
  Feats Alertness, Endurance, RunB 
  Skills Jump +22, Listen +7, Move Silently +9, Spot +0 
  Advancement 5—8 HD (Large) 
  Improved Grab (Ex) To use this ability, a crodlu must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex) If a crodlu charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +6 melee, damage 1d6+2. 
  Carrying Capacity A light load for a crodlu is up to 200 
  pounds; a medium load, 201-400 pounds; a heavy 
  load, 401-600 pounds. A crodlu can drag 3,000 
  pounds. 
  Skills Crodlu receive a +10 racial bonus on Jump checks 
  and a -4 penalty on Spot checks. 
   
  This crodlu gained a fly speed and the poisonous bite 
  special quality after dwelling in the swamp. It has 
  returned to its herd, and is the dominant male. 
  Strategies and Tactics 
  The swamp-touched crodlu attack with the same 
  tactics their normal brethren do, except this one prefers 
  flying over walking, and relies on his poisoned bite to 
  weaken stronger foes. 
  Swamp-touched Feylaar 
  A lumbering, six-armed ape with a highly pronounced bony 
  plate over its forehead, this creature stands a foot taller than a 
  full elf and ripples with muscles beneath its furry hide. 
   
  Swamp-touched Feylaar 
  CR 5 
  Usually LE Large aberration (psionic) 
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +5 
  Languages Feylaar, Halfling 
  AC 14, touch 11, flat-footed 12; Dodge 
   (-1 size, +2 Dex, +3 natural) 
  hp 38 (7 HD); DR 5/— 
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee 6 slams +9 each (1d6+3) and bite +7 (1d8+1) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +26* 
  Atk Options constrict 1d6+3, improved grab 
  Psi-Like Abilities (ML 7th): 
  3/day―body adjustment (2d12*), chameleon, cloud mind 
  (DC 11), conceal thoughts, death field (DC 12), 
  ectoplasmic form, false sensory input (2 targets, DC 12*), 
  id insinuation (3 targets, DC 13*), mindlink (unwilling 
  targets, 2 targets, DC 10*), psionic dimension door, 
  psionic dominate (DC 13*), psychic vampire (DC 13). 
  *Includes‖ augmentation‖ for‖ the‖ feylaar’s‖ manifester 
  level. 
  Abilities Str 16, Dex 14, Con 12, Int 12, Wis 10, Cha 9 
  Feats Dodge, Improved Initiative, Multiattack 
  Skills Climb +20, Jump +8, Listen +0, Psicraft +6, Search 
  +6, Spot +5, Survival +5 
  Advancement by character class; Favored Class psion 
  Constrict (Ex) A feylaar deals 1d6+3 points of damage 
  with a successful grapple check. 
  Improved Grab (Ex) If it successfully strikes with its 
  slam attack, the feylaar may initiate a grapple attempt 
  as a free action without provoking an attack of 
  opportunity. 
   *A swamp-touched feylaar has a +12 racial bonus on 
  grapple checks. 
  Skills A feylaar receives a +12 racial bonus on Climb 
  checks. 
   
  This feylaar gained the damage reduction, extra arms, 
  and lethargy special qualities. It has been expelled from 
  its band, and it now dwells the Swamp alone. 
  Strategies and Tactics 
  The swamp-touched feylaar behaves much like a 
  regular feylaar, but is unafraid of larger or tougher prey. 
  Swamp-touched Pterran Warrior 
  This bulky reptilian humanoid seems to be healing its 
  wounds right before your eyes. 
   
  Swamp-touched Pterran Warrior 
  CR 2 
  Male pterran warrior 1 
  Usually LG Medium aberration (psionic, reptilian) 
  Init +0; Senses Listen -2, Spot +0 
  Languages Pterran 
  AC 13, touch 10, flat-footed 13; Dodge 
   (+3 armor) 
  hp 4 (1 HD); fast healing 5 
  Fort +2, Ref +0, Will +0 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares) 
  
  109 
  Melee slodak +2 (1d6+1/19-20) and bite -3 (1d4) or 
  Melee 2 claws +2 each (1d3+1) and bite -3 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Psi-like Abilities (ML 1st): 
  At will―missive (reptiles only) 
  Abilities Str 12, Dex 11, Con 11, Int 10, Wis 11, Cha 10 
  SQ enlarged form, life path (ranger) 
  Feats Dodge 
  Skills Climb +3, Handle Animal +2, Jump +3, Listen -2, 
  Ride +2, Spot +0 
   
  This pterran has the enlarged form, fast healing 5, and 
  cold susceptibility special qualities. It can no longer ride 
  its pterrax mount, but its extra bulk is more than enough 
  compensation. 
  Strategies and Tactics 
  The swamp-touched pterran tries to use his size to his 
  best advantage, trying either to bull rush, grapple, or 
  Intimidate smaller opponents. 
  Creating a Swamp-touched Creature 
  ‚Swamp-touched‖ creature‛‖ is‖ an‖ acquired‖ template‖
  that can be added to any living corporeal animal, giant, 
  humanoid or humanoid creature (referred to hereafter as 
  the‖‚base‖creature‛)‖exposed‖to‖the‖Swamp’s‖energies. 
  Size and Type: The‖ creature’s‖ type‖ change‖ to‖
  aberration.‖Do‖not‖recalculate‖the‖creature’s‖Hit Dice, Base 
  attack bonus, or saves. Size is unchanged. 
  Challenge Rating: Same as base creature, with 
  modifiers as noted under Special Qualities, below. If the 
  total CR modifier is a fraction, round up or down to the 
  nearest whole number; for example, a swamp-touched 
  that gains a breath weapon (+2/3 CR), improved natural 
  armor (+1/3 CR), and power resistance (+1/3 CR) has a 
  total CR modifier of +1. 
  Speed: A swamp-touched creature can have replaced 
  one‖ of‖ the‖ base‖ creature’s‖ modes‖ of‖ movement‖ for‖
  another, gaining the ability to burrow, climb, fly, or swim. 
  Burrow: The swamp-touched creature can burrow at a 
  speed equal to one-half its base land speed. 
  Climb: The swamp-touched creature can climb at a 
  speed equal to its base land speed. It also gains a +8 
  species bonus on Climb checks. 
  Fly: The swamp-touched creature has wings and can 
  fly at twice the speed of its base land speed (poor 
  maneuverability). 
  Swim: The swamp-touched creature can swim at a 
  speed equal to its base land speed. It also gains a +8 racial 
  bonus on Swim checks. 
  Special Qualities: A swamp-touched creature has all 
  the special qualities of the base creature, plus the 
  following special qualities. 
   
  Special Quality  
  CR Modifier 
  LA Modifier 
  Acidic blood  
  +1/3 
  +1/3 
  Blindsight  
  +1/3 
  +1/3 
  Breath weapon  
  +2/3 
  +2/3 
  Cosmetic mutation 
  +0 
  +0 
  Damage reduction 5/—  
  +2/3 
  +2/3 
  Darkvision 
  +1/3 
  +1/3 
  Death cloud  
  +2/3 
  +2/3 
  Elastic body 
  +2/3 
  +2/3 
  Energy resistance 10  
  +1/3 
  +1/3 
  Enlarged form 
  +1 
  +1 
  Extra arms 
  +1 
  +1 
  Fast healing 5  
  +2/3 
  +2/3 
  Festering sores 
  -1/3 
  -1/3 
  Frailty 
  -2/3 
  -2/3 
  Gills 
  +1/3 
  +1/3 
  Heat/cold susceptibility 
  -1/3 
  -1/3 
  Hypersensitivity 
  +2/3 
  +2/3 
  Improved natural armor  
  +1/3 
  +1/3 
  Leaper 
  +1/3 
  +1/3 
  Lethargy 
  -2/3 
  -2/3 
  Light sensitivity 
  -1/3 
  -1/3 
  Mindslave 
  -2/3 
  -2/3 
  Natural attack 
  +1/3 
  +1/3 
  Pheromone attraction 
  +2/3 
  +2/3 
  Pheromone repulsion 
  -1/3 
  -1/3 
  Poisonous bite  
  +2/3 
  +2/3 
  Power resistance  
  +1/3 
  +1/3 
  Psionics  
  +1/3 
  +1/3 
  Reduced speed 
  -1/3 
  -1/3 
  Scent  
  +1/3 
  +1/3 
  Spell resistance 
  +1/3 
  +1/3 
  Weak immune system 
  -1/3 
  -1/3 
  Webbed digits 
  +1/3 
  +1/3 
   
  Acidic Blood (Ex): The base creature gains acidic blood. 
  Each time it takes damage, it deals acid damage to all 
  adjacent creatures and objects as its blood is splattered on 
  them. The amount of damage equals 1d6 per 3 Hit Dice of 
  the creature (rounded down), to a maximum of 5d6 
  points. A successful Reflex save (DC 15) halves the 
  damage. 
  Blindsight (Ex): The base creature gains blindsight out 
  to 60 ft. 
  Breath Weapon (Su): Once every 1d4 rounds, the base 
  creature can breathe a 30-foot cone of cold or fire, or a 60-
  foot line of acid or electricity. The breath weapon deals 
  damage of the appropriate energy type to all opponents 
  within the effect, and the amount of damage is equal to 
  1d6 per Hit Dice of the creature, to a maximum of 15d6 
  points. Opponents who make a successful Reflex save 
  (DC 10‖+‖1/2‖creature’s‖HD +‖creature’s‖Con modifier) take 
  half damage. 
  Cosmetic Mutation (Ex): The base creature suffers some 
  sort of cosmetic mutation such as an extra digit; fishlike 
  fins; a forked tongue; tiny horns; drastic eye, hair, or skin 
  color alteration. They do not confer any special benefit, 
  nor do they hinder in any way. 
  Damage Reduction (Ex): The base creature gains 
  damage reduction 5/—. 
  Darkvision (Ex): The base creature gains darkvision out 
  to 60 ft. 
  Death Cloud (Ex): When it dies, the base creature expels 
  a cloud of poisonous gas that fills its fighting space and all 
  squares within 10 feet. Any creature in the cloud must 
  succeed in a Fortitude save (DC 10 + 1/2 the dead 
  creature’s‖Hit Dice +‖the‖dead‖creature’s‖Con modifier) to 
  negate the initial and secondary effects (1d6 points of 
  Constitution damage each). 
  Elastic Body (Ex): The base creature gains a +10 
  mutation bonus on Escape Artist checks. Moreover, the 
  
  110 
  base creature can squeeze through an opening or passage 
  one-tenth as wide and‖tall‖as‖the‖base‖creature’s‖height,‖in‖
  inches. The base creature can move through a tight space 
  at one-quarter its normal speed. 
  Energy Resistance (Ex): The base creature gains 
  resistance 10 to one type of energy (acid, cold, electricity, 
  fire, or sonic). 
  Enlarged Form (Ex): The base creature grows, becoming 
  a freakishly large specimen of the base creature kind. Its 
  physical stature lets it function in many ways as if it were 
  one size category larger. Whenever the base creature is 
  subject to a size modifier or special size modifier for an 
  opposed check (such as during grapple checks, bull rush 
  attempts, and trip attempts), the base creature is treated 
  as one size larger if doing so is advantageous to it. The 
  base creature is also considered to be one size larger when 
  determining‖whether‖a‖creature’s‖special‖attacks‖based‖on‖
  size (such as improved grab or swallow whole) can affect 
  it. The base creature can use weapons designed for a 
  creature one size larger without penalty. However, its 
  space and reach remain those of a creature of its actual 
  size. 
  Extra Arms (Ex): The base creature grows an additional 
  pair of arms. The base creature gains a +4 mutation bonus 
  on Climb checks and grapple checks. For the purposes of 
  combat, both extra arms are treated as off hands (that is, 
  the base creature still has only one primary hand). 
  Fast Healing (Ex): The base creature has fast healing 5. 
  Festering Sores (Su): When the base creature wears any 
  type‖of‖armor,‖decrease‖the‖armor’s‖maximum‖ Dexterity 
  bonus by —2 and increase its armor penalty by +4. 
  Frailty (Ex): The base creature takes a —2 penalty on 
  all Fortitude saves. 
  Gills (Ex): The base creature can breathe both air and 
  water. The base creature can operate underwater 
  indefinitely, with no fear of drowning. 
  Heat/Cold Susceptibility (Su): The base creature takes 
  double damage from prolonged exposure to extreme heat 
  or cold. 
  Hypersensitivity (Ex): The base creature gains a +2 
  racial bonus on Listen, Search, and Spot checks. The base 
  creature also gains Blind-Fight as a bonus feat. 
  Improved Natural Armor (Ex): Increase the base 
  creature’s‖natural armor by +3. 
  Leaper (Ex): The base creature gains a +10 racial bonus 
  on all Jump checks. 
  Lethargy (Ex): The base creature takes a —2 penalty on 
  all Reflex saves. 
  Light Sensitivity (Ex): The base creature becomes 
  dazzled in sunlight or within the radius of a daylight spell. 
  Mindslave (Ex): The base creature takes a —2 penalty 
  on all Will saves. 
  Natural Attack (Ex): The base creature gains a new 
  form of natural attack, as shown below. 
   
  Size 
  Bite 
  Claw or Sting 
  Gore or Tail 
  Small 
  1d4 
  1d4 
  1d4 
  Medium 
  1d6 
  1d6 
  1d6 
  Large 
  1d8 
  1d8 
  1d8 
   
  Pheromone Attraction (Ex): The base creature gains a +4 
  racial bonus on all Bluff, Diplomacy, Handle Animal, and 
  Intimidate checks made against creatures within 30 ft. of 
  the base creature. 
  Pheromone Repulsion (Ex): The base creature takes a —4 
  penalty on all Diplomacy and Handle Animal checks 
  made against creatures within 30 ft. of the base creature. 
  Poisonous Bite (Ex): The base‖ creature’s‖ bite attack is 
  poisonous. (Only creatures with a natural bite attack can 
  gain this ability.) A successful Fortitude save (DC 10 + 1/2 
  creature’s‖HD +‖the‖creature’s‖Con modifier) negates the 
  effect.‖ The‖ poison’s‖ damage‖ can‖ vary,‖ as‖ shown‖ below; 
  either roll randomly or choose the type that best suits the 
  creature. 
   
  d% 
  Initial Damage  Secondary Damage 
  01—17 
  1d6 Str  
  1d6 Str 
  18—34 
  1d6 Dex  
  1d6 Dex 
  35—50 
  1d4 Con  
  1d4 Con 
  51—67 
  2d4 Wis  
  2d4 Wis 
  68—84 
  2d4 Cha  
  2d4 Cha 
  85—100 
  None  
  Paralysis 1d6 hours 
   
  Power Resistance (Ex): The base creature gains power 
  resistance equal to its Hit Dice. 
  Reduced Speed (Ex): The base creature is unable to 
  move as quickly as normal due to various mutations and 
  deformities.‖ Reduce‖ the‖ base‖ creature’s‖ speed‖ by‖ 5‖ feet. 
  This speed decrease also applies to any natural burrow, 
  climb, fly, or swim speed the base creature might have. 
  Spell Resistance (Ex): The base creature gains spell 
  resistance equal to its Hit Dice. 
  Psionics (Sp): The base creature gains the Hidden 
  Talent feat (see page 67 of the Expanded Psionics Handbook 
  for more information). 
  Scent (Ex): See page 314 of the Monster Manual. 
  Weak Immune System (Ex): The base creature takes a —
  2 penalty on all Fortitude saves against poison and 
  disease. 
  Webbed Digits (Ex): The base creature gains a +4 racial 
  bonus on all Swim checks. Having webbed digits does not 
  interfere‖ with‖ the‖ base‖ creature’s‖ ability‖ to‖ grasp‖ or‖
  manipulate objects. 
  Level Adjustment: Same as base creature, with 
  modifiers as noted under Special Qualities, above. If the 
  total LA modifier is a fraction, round up or down to the 
  nearest whole number; for example, a swamp-touched 
  that gains a breath weapon (+2/3 LA), improved natural 
  armor (+1/3 LA), and power resistance (+1/3 LA) has a 
  total LA modifier of +1. 
  Ecology 
  Swamp-touched‖ creatures‖ exist‖ alongside‖ Rajaat’s‖
  Swamp. Sometimes they wander off to rhul-thaun 
  settlements or into the Crimson Savannah. 
  Environment: Swamp-touched creatures are usually 
  found in the swamp at the base of the Jagged Cliffs, or at 
  the rhul-thaun communities, albeit at fewer numbers. 
  Typical Physical Characteristics: A swamp-touched 
  creature is usually grossly mutated into something 
  unnatural, developing new abilities as well. Sometimes 
  
  111 
  they are only minor, sometimes they change into 
  something completely different. 
  Alignment: A swamp-touched creature has the same 
  alignment it originally possessed, although sometime the 
  nature of its mutation shifts its alignment one step 
  towards evil. 
  Typical Treasure 
  If the base creature originally possessed treasure, the 
  swamp-touched creature does too, according to its 
  Challenge Rating. 
  Swamp-touched Creature Lore 
  Characters with ranks in Knowledge (nature) can 
  learn more about swamp-touched creatures. When a 
  character makes a successful skill check, the following 
  lore is revealed, including the information from lower 
  DCs. 
   
  Knowledge (Nature) 
  DC 
  Result 
  15 
  This creature is a swamp-touched creature, a mutated 
  specimen. This result reveals all aberration traits. 
  15 +CR 
  Swamp-touched creatures can be of almost any kind, 
  and they sport several bizarre and powerful mutations. 
  They are immune to any additional mutations from the 
  Swamp. 
  Watchpack 
  What appears to be some sort of rugged backpack juts out 
  four stilt-like legs, rises up and starts to move on your direction.  
   
  Watchpack 
  CR 1 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses low-light vision; Listen +2, Spot +2 
  Languages ― 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural) 
  hp 5 (1/2 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee bite +2 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -3 
  Abilities Str 12, Dex 15, Con 12, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits, owner protection 
  Feats Alertness 
  Skills Hide +6, Listen +2, Spot +2 
  Advancement ― 
  Life-Shaped Features Small body, multiple legs (4) 
  locomotion, jaw manipulator, basic sensor, tough skin 
  armor. 
  Owner Protection (Ex) When attached to its bonded 
  owner, a watchpack is treated as an attended magic 
  item for the purpose of making saving throws, even if 
  the watchpack is specifically targeted. 
   
  A watchpack is a life-shaped creature usually used as 
  a living backpack. After given a command word, the 
  watchpack‖climbs‖up‖onto‖its‖owner’s‖back‖and‖locks‖its‖
  legs around him. The fit is extremely comfortable. Once in 
  place, it looks very much like a backpack, with the mouth 
  where the opening should be, and a pair of large, 
  watchful eyes above it. 
  Cost to Shape: 87.5 Cp. 
  Strategies and Tactics 
  Watchpacks are not bred for combat, preferring to rely 
  on their owner for protection, or otherwise fleeing the 
  scene if alone. 
  Sample Encounter 
  Characters are likely to encounter watchpacks while 
  wandering around rhul-thaun settlements, especially 
  safehomes, since they are a popular choice among 
  climbers. 
  Individual (EL 1): Finding a wandering watchpack in 
  the Jagged Cliffs is fairly straightforward. 
  Ecology 
  Watchpacks inhabit the Jagged Cliffs region, and wild 
  specimens are quite common in less populated areas. 
  Wild watchpacks hunt insects, fish and smaller frogs. 
  They are preyed upon in turn by snakes, giant eagles and 
  other animals. 
  Wild watchpacks can live up to twelve years. The 
  mating is during the rain season between Sedulous and 
  Hoard. During this time, male watchpacks develop 
  mating calls to attract females and become territorial. 
  A female generally lays several eggs, several dozen at 
  a time, near an abundant water supply, and are externally 
  fertilized by the male. Eggs hatch after four weeks, and 
  the‖parents‖usually‖don’t‖watch‖over‖their‖young.‖Its‖diet‖
  during infancy is exclusively vegetarian. It reaches adult 
  size within one year. 
  Environment: Watchpacks are usually found only in 
  the Jagged Cliffs area. 
  Typical Physical Characteristics: A typical watchpack 
  is 2 to 3 feet long and can weigh up to 20 pounds. 
  Watchpacks walk on four legs, each of which has a 
  three toed, multi-jointed foot. These legs are completely 
  backwards,‖ so‖ that‖ the‖ creature’s‖ back‖ faces‖ the‖ ground‖
  and its belly faces the sky. Its head is low and flat, with 
  absolutely no neck. It just joins right to the torso. The 
  ridged mouth is huge, hiding a three-foot long prehensile 
  tongue. Its eyes can face forward, or roll to look straight 
  up. 
  Alignment: As life-shaped creatures, watchpacks are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild watchpacks are 
  solely 
  concerned 
  with 
  acquiring 
  sustenance 
  and 
  multiplying. 
  Typical Treasure 
  Being life-shaped creatures, watchpacks do not collect 
  treasure. 
  
  112 
  It takes up to three days for a watchpack to completely 
  bond with its owner. Once bonded, the watchpack 
  remains loyal to its owner. Only the sight and smell of its 
  owner’s‖dead‖body‖will‖release‖it‖from‖its‖bond. 
  Watchpacks usually are trained with two important 
  commands, store and fetch, using the Handle Animal skill 
  (DC 20‖each,‖three‖weeks).‖When‖its‖owner‖says‖‚store‛,‖
  its long tongue whips out and wraps around whatever is 
  in‖ its‖ owner’s‖ hand‖ (a‖ move action). After releasing the 
  grip, the watchpack tucks it away inside its body. If the 
  user names the object, the watchpack can memorize it (up 
  to three items) for when the user says‖ ‚fetch‛‖ (another‖
  move action). A watchpack can hold as much as 40 
  pounds. 
  Watchpack Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about watchpacks. Upon a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. Knowledge (nature) can also 
  be used, but all check DCs increase by 10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  11 
  Watchpacks are frog-like constructs that resemble 
  living backpacks. This reveals all life-shaped construct 
  traits. 
  16 
  Watchpacks can be trained to work as smart backpacks, 
  storing and releasing items when commanded. 
  Weeper 
  You see an eight-foot long orange slug with three eyes.  
   
  Weeper 
  CR 2 
  Always N Medium construct (life-shaped construct) 
  Init +5; Senses low-light vision; Listen +3, Spot +6 
  Languages ― 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 natural) 
  hp 19 (3 HD) 
  Fort +5, Ref +2, Will +1 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee bite +5 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Abilities Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Alertness, Improved Initiative 
  Skills Climb +4, Listen +3, Spot +6 
  Advancement ― 
  Life-Shaped Features Medium body, extra HD (2), 
  slither locomotion, jaw manipulator, class II sensor, 
  tough skin armor. 
  Volatile Body (Ex) A weeper that takes damage must 
  make a Fortitude save (DC equals 10 + damage dealt) 
  or explode, dealing 1d6 points of damage to each 
  target within a 5-ft. radius (Reflex half DC 13). The 
  save DC is Constitution-based. 
   
  A weeper is an unusual kind of life-shaped creature 
  that produces a combustible fluid. Due to their tendency 
  to explode, they are only shaped in remote areas. 
  Cost to Shape: 250 Cp. 
  Strategies and Tactics 
  Weepers rely on the fact that most predators are aware 
  of their special quality, and often expect to not be 
  bothered. However, if that fails, they do not hesitate to 
  use their bite attack. 
  Sample Encounter 
  Characters are more likely to run into a weeper as a 
  solitary threat on the Jagged Cliffs, especially near sources 
  of heat. 
  Individual (EL 2): Encountering a weeper on the 
  ground is fairly straightforward. 
  Ecology 
  Weepers prefer to inhabit hot, dry areas, but can exist 
  comfortably wherever their rhul-thaun creators place 
  them. Weepers consume coal, oil, and special grass in 
  order to produce firetears, wild weepers eat leaves, 
  fungus, decaying vegetable material, and carrion. Giant 
  snakes and eagles are their most frequent predators. 
  Wild weepers are hermaphrodites, having both female 
  and male reproductive organs. Once a weeper has located 
  a mate, they encircle each other and sperm is exchanged 
  through their protruding genitalia. A few days later 
  around 30 eggs are laid into a hole in the ground or under 
  the cover of objects such as fallen logs. 
  Environment: Weepers are usually found in the 
  Jagged Cliffs area. Wild weepers tend to live near natural 
  sources of heat. 
  Typical Physical Characteristics: A typical weeper is 
  7 to 9 feet long and can weigh up to 60 pounds. 
  Weepers have three enormous eyes and a mouth, but 
  no other visible organs. 
  Alignment: As life-shaped creatures, weepers are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild weepers are solely 
  concerned with acquiring sustenance and multiplying. 
  Typical Treasure 
  Being life-shaped creatures, weepers do not collect 
  treasure. However, when a weeper is fed properly, its 
  eyes leak a clear, yellow fluid called firetears once per 
  day. The proper diet is oil, coal, and certain grasses. 
  Firetears dry quickly in the Athasian climate (see page 48 
  for more information). 
  Weeper Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about weepers. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
  
  113 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  12 
  Weepers are slug-like creatures that produce flammable 
  materials. This reveals all life-shaped construct traits. 
  17 
  A weeper must consume a proper diet of coal, oil, and 
  special grass to produce a firetear. 
  22 
  Weepers are shaped because of their ability to produce 
  firetears. They are dangerous because they can explode 
  whenever they receive significant damage. 
  Wild Creature 
  Seemingly no different from standard examples of 
  their kind, wild life-shaped creatures are tougher and 
  more intelligent. These life-shaped creatures are not made 
  by the rhul-thaun and have adapted to life in the wild. 
  Wild Dhev-sahr 
  This mammalian-like creature has a round body covered 
  with hair and its head is elongated, with large nostrils. It seems 
  to have a feral look compared to others of its kind. 
   
  Wild Dhev-sahr 
  CR 3 
  Always N Medium construct (life-shaped construct) 
  Init +2; Senses low-light vision; Listen +4, Spot +5 
  Languages ― 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 natural) 
  hp 43 (4 HD) 
  Fort +7, Ref +3, Will +2 
  Weakness vulnerability to defiling 
  Speed 50 ft. (6 squares); Run 
  Melee bite +6 (1d4+3) 
  Space 15 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Abilities Str 16, Dex 14, Con 16, Int 1, Wis 13, Cha 7 
  SQ life-shaped construct traits 
  Feats Endurance, Run 
  Skills Listen +3, Spot +4 
  Advancement 5—6 HD (Medium) 
   
  Herds of wild dhev-sahr dwell near rhul-thaun 
  settlements. 
  Strategies and Tactics 
  A wild dhev-sahr behaves much like other creatures of 
  its kind. 
  Wild Watchpack 
  What appears to be some sort of rugged backpack juts out 
  four stilt-like legs, rises up and starts to move on your direction. 
   
  Watchpack 
  CR 2 
  Always N Small construct (life-shaped construct) 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +3, Spot +3 
  Languages ― 
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +4 natural) 
  hp 6 (1/2 HD) 
  Fort +4, Ref +2, Will +1 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares) 
  Melee bite +2 (1d3+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -3 
  Abilities Str 12, Dex 15, Con 14, Int 1, Wis 13, Cha 7 
  SQ life-shaped construct traits, owner protection 
  Feats Alertness 
  Skills Hide +6, Listen +3, Spot +3 
  Advancement ― 
  Life-Shaped Features Small body, multiple legs (4) 
  locomotion, jaw manipulator, basic sensor, tough skin 
  armor. 
  Owner Protection (Ex) When attached to its bonded 
  owner, a watchpack is treated as an attended magic 
  item for the purpose of making saving throws, even if 
  the a watchpack is specifically targeted. 
   
   
  This wild watchpack has mutated and now prowls the 
  Jagged Cliffs in search of food and a companion. 
  Strategies and Tactics 
  A wild watchpack behaves much like a creature of its 
  kind. 
  Wild Yihn-eflan 
  This avian creature has enormous wings compared to its 
  size. Its strong body is covered in feathers and it has a hawk-like 
  beak. 
   
  Wild Yihn-eflan 
  CR 6 
  Always N Large construct (life-shaped construct) 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +6, Spot +6 
  Languages ― 
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 45 (6 HD) 
  Fort +9, Ref +1, Will +3 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares), fly 40 ft. (average) (8 squares); 
  Flyby Attack 
  Melee claw +6/+3 (1d6+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13 
  Abilities Str 20, Dex 14, Con 16, Int 1, Wis 13, Cha 7 
  SQ life-shaped construct traits 
  Feats Alertness, Hover, Flyby Attack 
  Skills Hide -2, Listen +7, Spot +7 
  Advancement 7—9 (Large) 
   
  There are several flocks of wild yihn-eflans soaring the 
  thermals in the Misty Border. 
  
  114 
  Strategies and Tactics 
  A wild yihn-eflan behaves much like a creature of its 
  kind. 
  Creating a Wild Creature 
  ‚Wild‖life-shaped‛‖is‖an‖inherited‖template that can be 
  added to any life-shaped creature (referred to hereafter as 
  the‖‚base‖creature‛). 
  Challenge Rating: Up to 5 HD, same as base creature 
  +1;‖6―10‖HD, same as base creature +2; 11+ HD, same as 
  base creature +3. 
  Armor Class: Natural armor improves by +2 (this 
  stacks with any natural armor bonus the base creature 
  has). 
  Abilities: Increase from the base creature as follows: 
  Con +2, Wis +2, Cha +2. 
  Special Qualities: A wild life-shaped creature has all 
  the special qualities of the base creature, plus the 
  following special qualities. 
  ―Darkvision out to 60 feet. 
  Level Adjustment: ― 
  Wild Life-Shaped Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about wild creatures. When a character makes 
  a successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  15 
  This creature is a wild life-shaped creature, a superior 
  specimen. This result reveals all life-shaped construct 
  traits. 
  15 +CR 
  Wild life-shaped creatures have adapted to life in the 
  wilderness and are tougher and smarter than a regular 
  life-shaped creature. They were not created by the 
  rhul-thaun. 
  Yihn-eflan 
  This avian creature has enormous wings compared to its 
  size. Its body is covered in feathers and it has a hawk-like beak. 
   
  Yihn-eflan 
  CR 4 
  Always N Large construct (life-shaped construct) 
  Init +2; Senses low-light vision; Listen +6, Spot +6 
  Languages ― 
  AC 15, touch 11, flat-footed 13 
   (-1 size, +2 Dex, +4 natural) 
  hp 45 (6 HD) 
  Fort +8, Ref +1, Will +2 
  Weakness vulnerability to defiling 
  Speed 20 ft. (4 squares), fly 40 ft. (average) (8 squares); 
  Flyby Attack 
  Melee claw +6/+3 (1d6+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13 
  Abilities Str 20, Dex 14, Con 16, Int 1, Wis 11, Cha 5 
  SQ life-shaped construct traits 
  Feats Alertness, Hover, Flyby Attack 
  Skills Hide -2, Listen +6, Spot +6 
  Advancement 7—9 (Large) 
  Life-Shaped Features Large body, extra HD (4), legs 
  (pair) and wings locomotion, claw manipulator, class 
  II sensor, tough hide armor, Dexterity enhancement 
   
  Yihn-eflans (gust climber) are chosen mounts of rhul-
  thaun who know they are going into battle, for they are 
  the most ferocious mount they can muster, while still 
  being able to make combat maneuvers. 
  Cost to Shape: 685 Cp. 
  Strategies and Tactics 
  Yihn-eflans dive upon foes with a terrible ferocity and 
  rake with their talons. 
  Sample Encounter 
  Yihn-eflans usually hunt the Jagged Cliffs in pairs, 
  usually led by a windrider and its life-shaped mount. 
  Yihn-eflan Flight (EL 6): A pair of yihn-eflans 
  searches for prey from above, looking for an easy target. 
  Windrider Strike (EL 8): One windrider and his 
  mount are on patrol for their community and he has 
  orders to attack any non-rhul-thaun trespasser. He uses 
  ranged attacks until he runs out of ammunition and after 
  that resorts to flyby tactics. 
  Ecology 
  Yihn-eflans can be encountered soaring over the heat 
  thermals in the Misty Border, or faithfully serving as 
  mounts for windriders. 
  Wild yihn-eflans prefer roosting and breeding at high 
  altitudes. There on inaccessible ledges of rock, its nest 
  consisting merely of a few sticks placed around the eggs, 
  it deposits one or two bluish-white eggs, weighing about 
  10 ounces and from 3 to 4 inches in length, during the 
  beginning of the summer season. The egg hatches after 6 
  or 7 weeks of incubation by both parents. Sexual maturity 
  and breeding behavior do not appear in wild yihn-eflans 
  until 3 or 4 years of age, and mate for life. The young are 
  covered with a grayish down until almost as large as their 
  parents are. They are able to fly after six months, but 
  continue to roost and hunt with their parents until age 
  two, when they are displaced by a new clutch. There is a 
  well developed social structure within large groups of 
  yihn-eflans, with competition to determine a 'pecking 
  order' by body language, competitive play behavior, and 
  a wide variety of vocalizations. 
  A yihn-eflan gains nourishment from cam-rahn rather 
  than food, and does not need the attention and care like 
  other life-shaped creatures. 
  Environment: Yihn-eflans are usually found in the 
  Jagged Cliffs area. Wild yihn-eflans inhabit large 
  territories, often traveling 150 miles a day in search of 
  prey. Wild yihn-eflans are intermittent eaters, often going 
  for a few days without eating, then gorging themselves on 
  several pounds at once, sometimes to the point of being 
  unable to lift off the ground. 
  
  115 
  Typical Physical Characteristics: A typical yihn-eflan 
  is 7 to 9 feet long, with a wingspan of up to 24 feet wide, 
  and can weigh up to 120 pounds. Contrary to the usual 
  rule among birds of prey, the female is smaller. 
  The adult skin coloration is of a uniform black, with 
  the exception of a frill of white scales nearly surrounding 
  the base of the neck and, especially in the male, large 
  patches or bands of white on the wings, which do not 
  appear until the completion of the first molting. Juveniles 
  have grayish-brown general coloration. 
  The middle toe is greatly elongated, and the hinder 
  one but slightly developed, while the talons of all the toes 
  are very sharp. 
  Alignment: As life-shaped creatures, yihn-eflans are 
  created with a specific purpose, existing only to carry 
  orders, and are always neutral. Wild yihn-eflans are solely 
  concerned with acquiring sustenance and multiplying. 
  Typical Treasure 
  Being life-shaped creatures, yihn-eflans do not collect 
  treasure. 
  Yihn-eflan Lore 
  Characters with ranks in Knowledge (life-shaping) can 
  learn more about yihn-eflans. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. Knowledge 
  (nature) can also be used, but all check DCs increase by 
  10. 
   
  Knowledge (Life-shaping) 
  DC 
  Result 
  16 
  This is a yihn-eflan, an avian life-shaped construct. This 
  reveals all life-shaped construct traits. 
  21 
  Yihn-eflans, despite their large wings, are capable of 
  quick and gracious maneuvers, diving ferociously onto 
  their prey. 
  26 
  Yihn-eflans hunt in groups, employing flyby tactics to 
  confuse and overwhelm their opponents. Yihn-eflans 
  slash with their sharp talons. 
   
   
   
  
  116 
  Table 8—1: Monsters Ranked by Challenge 
  Rating 
  Creature 
  CR 
  Don-eguth 
  1/10 
  Ghov-erad 
  1/10 
  Arrowhead gecko 
  1/6 
  Bar-edum 
  1/6 
  Drun-sahn 
  1/4 
  Chuhn-egil 
  1/2 
  Corundum sink worm, Small 
  1/2 
  Fis-evar 
  1/2 
  Vash-erat 
  1/2 
  Watcher 
  1/2 
  Climbdog 
  1 
  Darkstrike 
  1 
  Farspeaker 
  1 
  Mother 
  1 
  Watchpack 
  1 
  Anago 
  2 
  Ber-ethern 
  2 
  Dhev-sahr 
  2 
  Monstrous pterran 
  2 
  Protector 
  2 
  Weeper 
  2 
  Wild watchpack 
  2 
  Bvanen 
  3 
  Gon-evauth 
  3 
  Shieldswarm 
  3 
  Monstrous crodlu 
  4 
  Yihn-eflan 
  4 
  Monstrous feylaar 
  5 
  Rhul-thaun ranger 2/gahv-erahn 3 
  5 
  Jade Marquess, Large 
  6 
  Reggelid, arcane warden 
  6 
  Rhul-thaun, expert 2/life-tender 4 
  6 
  Bvanen pack leader 
  7 
  Rhul-thaun fighter 2/cliffclimber 5 
  7 
  Green Rhul 
  8 
  Rhul-thaun, expert 3/life-shaper 5 
  8 
  Rhul-thaun, ranger 5/windrider 4 
  9 
  Jade Marquess, Huge 
  10 
  Reggelid, blighter 
  10 
  Rhul-takh 
  10 
  Air Spirit Womb 
  12 
  Centennial Brain 
  12 
  Earth Spirit Womb 
  12 
  Fire Spirit Womb 
  12 
  Water Spirit Womb 
  12 
  Rhul-thaun, fighter 3/graftwarrior 10 
  13 
  Jade Marquess, Gargantuan 
  14 
  Rhulisti bard 3/life-shaper 9/nature-master 3 
  14 
  Experiment Bav-rem 
  15 
  Ma-Kat Mannequin 
  15 
  Reggelid, first hoarder 
  16 
  Jade Marquess, Colossal 
  18 
   
   
  
  117 
  C
  Chhaapptteerr  88::  A
  Addvveennttuurree  S
  Siitteess  
  At the base of the Cliffs is a swamp so dark and dismal that experienced travelers know that nature had little to do with its 
  formation. Rhul-thaun tales tell of horrors beyond reckoning or recognition that rise from this bog to threaten their villages. 
  —Wanderer’s‖Journal 
   
  This chapter presents several locations that can serve 
  as adventure sites for characters in the Jagged Cliffs. 
  Though each location is fully detailed, no specific 
  adventure hooks or plots are included, so you can use 
  each site as you see fit, manufacturing a story or 
  background to suit the needs of your campaign. 
  Mir-Sath 
  Perhaps the gravest casualty due to the Great 
  Earthquake happened with the inhabitants of the rhul-
  thaun village of Mir-Sath, killing most of its inhabitants 
  and turning the others into undead creatures. 
  As presented here, Mir-Sath should provide a 
  challenge for a group of 7th-level characters. 
  General History of Mir-Sath 
  When the Great Earthquake shook the small rhul-
  thaun village of Mir-Sath, the ledges that sustained the 
  village crumbled and fell into the swamp at the bottom of 
  the Jagged Cliffs, taking most of the community and its 
  entire population of 2,000 individuals with them. 
  Since no rhul-thaun community ever heard news from 
  it since, they assumed the worst and never visited the 
  place again, afraid of more landslides. 
  Secret History of Mir-Sath 
  What most people don't know, however, is that 
  several rhul-thaun did not die in that accident, but rather 
  became undead. This affected even some of their life-
  shaped 
  possessions, 
  turning 
  them 
  into 
  undead 
  monstrosities, enhanced by the magical energies of the 
  Swamp. Ure-opith, an air cleric, after being killed by an 
  earth slide, came back as a krag. Slowly, Ure-opith began 
  to create kraglings and to command them to rebuild their 
  village. 
  After a while, this began to attract the attentions of 
  reggelids, who wanted to understand the nature of the 
  death-shaped; and bvanen, who do not want to share 
  their hunting grounds with such abominations of nature. 
  Soon, the hostilities began. Now, the rebuilt village of 
  Mir-Sath is a blasted landscape, ravaged by reggelid 
  defiling magic and the elemental blasts made by Ure-
  opith. 
  In Your Campaign 
  Mir-Sath is a good way to introduce players to life-
  items (and death-shaped items as well), reggelids and 
  bvanen, quickly putting the players into action. 
  Conditions of Mir-Sath 
  The remains of the ill-fated village are even more 
  destroyed than after the Earthquake, since the reggelids 
  will only rest after they can get a hold of these strange 
  new items and Ure-opith‖can’t‖be‖truly‖destroyed‖by‖their‖
  spells. 
  Keyed Areas of Mir-Sath 
  The areas below correspond to the map of Mir-Sath 
  shown here. 
  1. Graveyard (EL 5) 
  Several small, unnamed obsidian and rock tombstones 
  can be seen within this grim locale, delineated with 
  wooden stakes. 
   
  Ure-opith has begun retrieving all the corpses from his 
  fellow rhul-thaun that died during the earthquake, 
  burying them in this locale. He would prefer not to but is 
  willing to reanimate the corpses if he feels that his battle 
  against the reggelid invaders is at risk. Some kraglings 
  patrol this site in order to prevent‖ the‖ corpses’‖
  reanimation‖from‖Erashkavel’s‖side. 
  Earth Kragling Guards (4): See the Encounters in Mir-
  Sath section, below. 
  Earth Kragling Leader: See the Encounters in Mir-Sath 
  section, below. 
  2. Barracks (EL 7) 
  This large wooden shed with earthen floor has several 
  empty stone and whickerbunk beds. A rock well sits in 
  the middle of the compound. 
   
  This place was built as a means to quickly rally the 
  guards against reggelid intrusion. Within the barracks, 
  the kragling guards lie half-buried in the soft soil. They 
  attack immediately if disturbed. 
  Earth Kragling Guards (10): See the Encounters in 
  Behind the Veil: Undead Life-shaped Items 
  Both rhulisti and rhul-thaun consider undead an abomination of nature. They would never voluntarily associate themselves with undead or 
  wear any kind of undead life-shaped items, created with arcane magic instead of life-shaping techniques. The Eldaarish have rather 
  embraced this art and can make several items that can be considered to be ―death-shaped‖ items. See the upcoming Prison-State of 
  Eldaarich supplement for more information. 
  
  118 
  Mir-Sath section, below. 
  Earth Kragling Leader: See the Encounters in Mir-Sath 
  section, below. 
  3. Earth Shrine (EL Varies) 
  This hewn rock altar is clearly dedicated to the 
  veneration of the element of Earth. It represents the 
  resilience and vitality qualities of the element. 
   
  Ure-opith built this altar right after his krag rebirth, as 
  a sign of appreciation for the gift he has received. Several 
  mephits guard this spot with orders to report any 
  intruders to Ure-opith in area 8. 
  Earth Mephits (1d3): See page 182 of the Monster 
  Manual. 
  Salt Mephits (1d3): See page 184 of the Monster 
  Manual. 
  4. Reggelid Outpost (EL Varies) 
  This run-down tent is made of wood and animal skins. 
  A large circle of black and grey ash surrounds it. 
   
  Erashkavel set up this outpost in order to research his 
  discoveries without alerting any other reggelids, as well 
  as to keep tabs on the undead rhul-thaun’s‖progress.‖He‖
  has placed a mental alarm spell centered on the tent and 
  will alert his minions on the first sign of trespassing. 
  Reggelid (1d4+3): See page 111 of Terrors of Athas. 
  Reggelid Arcane Warden (2): See page 105. 
  5. Analysis Room 
  This austere room has several sliced out and 
  desiccated objects on two wooden tables. Some of them 
  seem to wither and squirm as you approach them. 
   
  This is the room set up in order to study the strange 
  items found in the ruins of Mir-Sath, and to discover a 
  way to replicate them. Most of the items were destroyed 
  because‖of‖Erashkavel’s‖eagerness‖for‖results. 
  6. Erashkavel’s Room (EL 8) 
  This small and cluttered room made out of wood is 
  filled with all sorts of trinkets and debris. 
   
  This is where the reggelid leader rests and conducts 
  private experimentations. The entrance‖ to‖ Erashkavel’s‖
  room hides a trap. 
  Fire Trap: CR 5; spell; spell trigger; no reset; spell 
  effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex 
  save half damage); Search DC 29; Disable Device DC 29. 
  Cost: 305 Cp. 
  Erashkavel: See the Encounters in Mir-Sath section, 
  below. 
  Treasure: Buried under the floor of the room, eyes of 
  the half-breed and one prosthetic claw reside inside a small 
  locked obsidian chest; see Prison-State of Eldaarich for more 
  information. 
  Treasure Chest: 2 in. thick; hardness 5; hp 20; break 
  DC 25, Open Lock DC 20. 
  7. Tainted River (EL 7) 
  This wide and shallow river has a fetid smell, with its 
  still and murky waters occasionally releasing tiny bubbles 
  from its bottom. 
   
  The water of the river has been tainted by‖ Rajaat’s‖
  magic, as well as all the defiling that has happened since 
  Erashkavel’s‖band‖arrived.‖A‖couple‖of‖mutated‖creatures‖
  managed to call this place home. They are looking for 
  fresh meat in order to feed their soon to be born offspring. 
  Manticores (2): See page 179 of the Monster Manual. 
  8. Ure-opith’s Shed (EL 7) 
  This rectangular room has no furniture, except for a 
  humble straw bed in its center. Several different minerals 
  and swamp flowers adorn the walls of this room. 
   
  Ure-opith uses this place for meditation and private 
  prayers. 
  Ure-opith: See the Encounters in Mir-Sath section, 
  below. 
  Treasure: Ure-opith’s‖ has‖ looted‖ a‖ considerable‖
  amount of treasure from the victims of the earthquake. 
  His treasure cache is hidden in a hole in the floor under 
  his straw bed. The collection includes 3 bloodstones (50 
  Cp each), a sliver armband with black onyx studs (100 
  Cp), 150 ghav-egoths, 2 fruit-potions of endure elements, and 
  a divine scroll of resist energy (acid). 
  9. Abandoned Room 
  This adobe building is empty and doorless, its interior 
  filled with moist soil and weeds. 
  10. Armory 
  Many wooden, bone, and obsidian picks, carrikals, 
  and macahuitls fill two walls of this wooden room. 
  Another wall has an assortment of leather and chitin 
  armors. 
   
  Ure-opith is using this room to create and repair 
  weapons and armor for his kraglings, and the undead he 
  might create as reinforcements using Area 1. 
  Encounters in Mir-Sath 
  Here are the creatures and NPCs that explorers will 
  encounter within Mir-Sath. 
  Major NPCs 
  The following monsters and characters appear 
  throughout Mir-Sath, as indicated in the keyed areas, 
  above. 
   
  Ure-opith 
  This rhul-thaun has his body covered with obsidian and 
  crystalline shards. As he walks towards you, his eyes begin to 
  burn with a green hue. 
   
   
  
  119 
  Ure-opith 
  CR 7 
  NE Medium undead (earth, psionic) 
  Init +6; Senses all-around vision, darkvision 60 ft.; 
  Listen +13, Spot +17 
  Languages Rhul-thaun 
  AC 18, touch 12, flat-footed 18 
   (+2 Dex, +6 armor) 
  hp 71 (11 HD) 
  Immune undead immunities 
  Fort +3, Ref +5, Will +10 
  Weakness delusional 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +7 each (1d6+2) and bite +2 (2d6+1 plus 
  elemental infusion) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Combat Reflexes, elemental blast, Power 
  Attack 
  Psi-Like Abilities (ML 11th): 
  At will—anchored navigation, clairvoyant sense, conceal 
  thoughts, control light, inflict pain (up to five targets 
  within 15 ft., DC 19*), mindlink (up to six unwilling 
  targets within 15 ft., DC 14*), precognition, telekinetic 
  thrust (550 lb., DC 16*) 
  1/day—ultrablast (ML 13th, DC 20). 
  *Includes augmentation for Ure-opith’s‖ manifester 
  level. 
  Abilities Str 15, Dex 14, Con —, Int 15, Wis 17, Cha 16 
  SQ create spawn, elemental infusion, enduring focus, 
  turn resistance, undead traits 
  Feats 
  Alertness, 
  Combat 
  ManifestationB, 
  Combat 
  Reflexes, Improved Initiative, Power Attack 
  Skills Climb +4, Concentration +17, Craft (carpentry) 
  +5, Hide +12, Intimidate +12, Listen +13, Move Silently 
  +12, Search +13, Sense Motive +12, Spot +17 
  Possessions ring of invisibility. 
  Create Spawn (Su) Any animal, humanoid, giant, 
  magical beast, or monstrous humanoid slain by Ure-
  opith’s‖elemental‖infusion‖has‖a‖50%‖change‖of‖rising‖
  as a kragling after 1d4 days. Spawn are under the 
  command of Ure-opith and remain enslaved until its 
  death. At any one time, Ure-opith can have spawn 
  with 22 total HD. TotDL 34. 
  Delusional (Ex) Ure-opith believes that it is still alive. 
  Characters aware of Ure-opith’s‖ beliefs,‖ possibly‖ by‖
  knowing its origins, can reason with and manipulate 
  him. Ure-opith receives a -4 penalty on Sense Motive 
  checks against such characters. TotDL 18. 
  Elemental Blast (Su) Ure-opith can manipulate 
  elemental energy twice per day as a standard action. 
  He creates a 20-ft. radius storm of obsidian shards 
  centered on its body, dealing 5d6 points of slashing 
  damage per round for 1d4 rounds (Fortitude DC 18 
  half). TotDL 34. 
  Elemental Infusion (Su) The victim of Ure-opith’s‖bite‖
  must make a DC 18 Fortitude save or suffers 1d6 
  points of acid damage per round until it dies or is 
  cured. A remove curse or heal spell stops the infusion. 
  TotDL 34. 
  Enduring Focus (Su) Ure-opith’s‖life force is tied to a 
  focus, rebuilding Mir-Sath. As long as this task is 
  unfinished, Ure-opith cannot be permanently killed; 
  he reforms 1d10 days after his apparent death. 
   Killing Ure-opith in the Gray prevents it from 
  returning from destruction. TotDL 16. 
  Turn Resistance (Ex) Ure-opith has +2 turn resistance 
  versus an air cleric. An earth cleric, however, has a +2 
  bonus on his turning or rebuking check against Ure-
  opith. An evil cleric cannot rebuke or command Ure-
  opith. TotDL 34. 
  Ubiquitous 
  Vision 
  (Ps) 
  Ure-opith’s‖
  continuous‖
  ubiquitous vision power causes it to retain its Dexterity 
  bonus when flat-footed. TotDL 34.  
  Hook ‚You‖are‖not‖worth‖the‖soil‖you‖step‖on.‛ 
   
  A proud air cleric of the Mir-Sath community, Ure-
  opith’s‖ life‖ was‖ radically‖ changed‖ after‖ the‖ earthquake‖
  that killed him andalso transformed him into a krag 
  (TotDL 34). Unaware of his undead condition, Ure-opith 
  now focuses on rebuilding his village and erecting an 
  Earth temple. He sees the ability to come back to life as a 
  sign‖that‖it‖is‖the‖Earth’s‖will‖that‖he‖must‖finish‖his‖task. 
   
  Erashkavel 
  This lanky, elfin humanoid peers through the underbrush. 
  His hands have six digits instead of five. His nearness brings 
  you an immediate discomfort. 
   
  Erashkavel 
  CR 8 
  Male reggelid defiler 4/archdefiler 1 
  CE Medium monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +3 
  Languages Bvanen, Elven, Reggelid 
  Aura tainted (5 ft.) 
  AC 15, touch 12, flat-footed 14 
   (+1 Dex, +3 natural, +1 deflection) 
  hp 26 (8 HD) 
  Fort +4, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee mwk quarterstaff +6 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Combat Gear defiling wand of disrupt undead, defiling 
  wand of false life, lifespark amulet (AE 80), horn of fog 
  Wizard Spells Prepared (CL 8th): 
  4th—charm monster (DC 18), wall of fire 
  3rd—dispel magic, fireball (DC 17), protection from energy 
  2nd—invisibility, locate object, protection from arrows, 
  scorching ray (+6 ranged touch) 
  1st—alarm, mage armor, magic missile, sleep (DC 15), shield 
  0—detect magic (2), read magic (2) 
  Abilities Str 10, Dex 12, Con 11, Int 18, Wis 11, Cha 8 
  SQ magical lore 
  Feats Agonizing Radius, Efficient Raze, Great Fortitude, 
  Scribe ScrollB, Still Spell 
  Skills Bluff +10, Concentration +11, Decipher Script +12, 
  Diplomacy +1, Disguise -1 (+1 to act in character), 
  Intimidate +6, Knowledge (arcana) +15, Knowledge 
  
  120 
  (geography *Rajaat’s‖Swamp+)‖+12,‖Listen +0, Literacy 
  (Reggelid), Speak Language (Elven), Spellcraft +17, 
  Spot +3, Use Magic Device +3 
  Possessions combat gear plus ring of protection +1 
  Spellbook spells prepared plus 0—all; 1st—detect 
  undead; 2nd—command undead 
  Magical Lore (Ex) When using a spell-completion or 
  spell-trigger item, Erashkavel adds +1 caster level to 
  the‖magic‖item’s‖caster level. 
  Tainted Aura People feel uncomfortable and wary 
  when Erashkavel is present and animals whimper 
  when he approaches. He suffers a -1 circumstance 
  penalty to Bluff, Diplomacy, Gather Information and 
  Handle Animal. He receives a +1 circumstance bonus 
  to Intimidate checks. 
  Hook ‚Think‖ of‖ your‖ friends,‖ stranger‖ ―‖ procure‖ the‖
  items and my people shall not cross paths with 
  yours.‛ 
   
  The leader of the first reggelid community to become 
  aware of Mir-Sath’s‖ unique‖ condition,‖ Erashkavel‖ has‖
  been trying to conceal this information from the other 
  communities nearby; afraid the others would want the 
  items‖for‖themselves.‖He‖doesn’t‖know‖how‖much‖longer‖
  he will be able to deceive them and is getting all the more 
  agitated for it. He is also very curious as to how Mir-
  Sath’s‖leader‖keeps‖coming‖back‖to‖life‖after‖he is blown to 
  oblivion time after time. 
   
  Earth Kragling Guard 
  An undead rhul-thaun shambles towards you, its body 
  covered in rock and soil. 
   
  Earth Kragling Guard 
  CR 1/2 
  Male rhul-thaun commoner 1 
  NE Small undead (earth) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands‖creator’s‖orders 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 6 (1 HD); DR 5/bludgeoning 
  Immune undead immunities 
  Fort +0, Ref +2, Will +2 
  Speed 20 ft. (4 squares) 
  Melee claws +3 (1d4+2) and bite -2 (1d8+1 plus energy 
  bite) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4 
  Abilities Str 14, Dex 15, Con —, Int —, Wis 10, Cha 12 
  SQ turn resistance, undead traits, undying 
  Feats — 
  Skills — 
  Energy Bite (Su) A‖kragling’s‖bite‖deals‖additional‖acid‖
  damage unless the victim makes a DC 11 Fortitude 
  save. 
  Turn Resistance (Ex) A kragling has +2 turn resistance 
  versus an air cleric. An earth cleric, however, has a +2 
  bonus on his turning or rebuking check against the 
  kragling. 
  Undying (Su) A destroyed kragling rises again after 
  1d12 days if Ure-opith survives. A kragling destroyed 
  by‖a‖cleric’s‖turning‖or‖whose‖remains‖are‖annihilated‖
  is permanently destroyed. 
   
  Earth Kragling Leader 
  This strong rhul-thaun undead warrior shambles towards 
  you, its body covered in rock and obsidian. 
   
  Earth Kragling Leader 
  CR 2 
  Male rhul-thaun warrior 3 
  NE Small undead (earth) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands‖creator’s‖orders 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 19 (3 HD); DR 5/bludgeoning 
  Immune undead immunities 
  Fort +3, Ref +3, Will +3 
  Speed 20 ft. (4 squares) 
  Melee claws +4 (1d4+3) and bite -1 (1d8+1 plus energy 
  bite) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Psi-Like Abilities (ML 3rd): 
  At will—synesthete 
  Abilities Str 16, Dex 15, Con —, Int —, Wis 10, Cha 12 
  SQ turn resistance, undead traits, undying 
  Feats — 
  Skills — 
  Energy Bite (Su) A‖kragling’s‖bite‖deals‖additional‖acid‖
  damage unless the victim makes a DC 12 Fortitude 
  save. 
  Turn Resistance (Ex) A kragling has +2 turn resistance 
  versus an air cleric. An earth cleric, however, has a +2 
  bonus on his turning or rebuking check against the 
  kragling. 
  Undying (Su) A destroyed kragling rises again after 
  1d12 days if Ure-opith survives. A kragling destroyed 
  by‖a‖cleric’s‖turning‖or‖whose‖remains‖are‖annihilated 
  is permanently destroyed. 
  Random Encounters 
  While the PCs are exploring Mir-Sath roll once every 
  hour on the following table (unless indicated in the 
  description of that particular area). Add 20 to the roll if it 
  is nighttime. All undead are built with a rhul-thaun 
  commoner unless otherwise noted. 
   
  Table 9-1: Random Encounters on Mir-Sath 
  d% 
  Encounter 
  01–30 No encounter. 
  31–40 Undissolved Spirit (EL 1/2): Many rhul-thaun killed during 
  the avalanche still roam the remains of Mir-Sath. 
  41–46 Bog wader (EL 3) 
  50–55 Giant crocodile (EL 4) 
  56–60 Will-o'-wisp (EL 6) 
  61–65 Shambling mound (EL 6): The swamp energies have 
  animated a patch of soil into this creature. 
  66–80 Bvanen Patrol (EL 6-8): 1d3+1 bvanen are leaded by a 
  bvanen elder (3rd-level ranger). They attack anything that 
  
  121 
  appears to be weaker than they are. 
  81–82 Behir (EL 8) 
  83–84 Krag Procession (EL 8-10): Ure-opith leads a group of 
  1d4+1 kraglings. They attack any living creature nearby. 
  85–86 Strangling vine (EL 10) 
  87–90 Reggelid Band (EL 10-12): A reggelid commander (5th-
  level defiler) leads 1d3+3 reggelids. They attack any 
  creature carrying a magical item. 
  91+ 
  Swamp Monstrosity: One creature mutated almost beyond 
  recognition by the Swamp’s energies. Apply the swamp-
  touched template (page 112) to any swamp dwelling 
  creature. 
  Lost Rhulisti Caves 
  There are rumors abound of strange caverns within 
  the face of the Cliffs with perfectly round openings and 
  perfectly ridged, round walls, reaching far back into the 
  darkness of the Cliffs. 
  As presented here, the Lost Rhulisti Caves should 
  provide a challenge for a group of 14th-level characters. 
  General History of the Caves 
  These caves are leftover constructions of the rhulisti, 
  and rhul-thaun instinctively avoid and fear them. The 
  tubes are caves grown rather than dug, deep into the sides 
  of the cliffs. They actually crisscross much of this district 
  of Athas, stretching back all the way under the Tyr Region 
  from the Jagged Cliffs. 
  Secret History of the Caves 
  Close to the end of the Blue Age, a senior rhulisti 
  nature-bender called Ner-ameth went into hiding after the 
  nature-masters won the First of Wars. There, she could 
  work with life-shaping until she could create the ultimate 
  weapon that would once and for all revenge her brothers 
  and sisters that were transformed against their will and 
  banished from society, not to mention the ones that fell to 
  the Brown Tide. Unfortunately, when she was close to 
  making her breakthrough, the lowering of the sea level 
  caused the what-soon-to-be-called Jagged Cliffs to shift 
  and a great cave-in happened where Ner-ameth was 
  hidden. Most of her laboratory was destroyed, including 
  her followers and life-shaped servants. However, her will 
  was strong enough to bring her back from the Gray as a 
  venger. 
  When she returned to consciousness and saw what 
  happened to the laboratory and to her, she almost fell into 
  madness.maddened. Grief-stricken and imprisoned by 
  tons of rock, she slowly began to rebuild her lab, almost 
  from scratch, until she could experiment with a way to 
  life-shape herself back to life, since undeath was 
  something even the most corrupted nature-bender would 
  not tolerate. 
  In Your Campaign 
  The Lost Rhulisti Caves could be place anywhere 
  within the Jagged Cliffs, or even in old known rhulisti 
  cities,‖such‖as‖ Tyr’agi‖ or‖Basrai‖ (see‖ the‖ Lost Cities of the 
  Trembling Plains supplement for more information), 
  although it would be best placed somewhat distant to 
  great population centers. 
  The Caves are a good place for a DM to set up a 
  dungeon crawler adventure, filled with traps and 
  obstacles, and to introduce the players to long gone items 
  of the end of the Blue Age. 
  Conditions of the Caves 
  The caves are in poor shape, since they havehas had 
  pretty much no maintenance in the last 10,000 years. The 
  Great Earthquake did not help it much, either. There is 
  always a 5% chance per day that a cave-in happens in a 
  given room. Luckily, most life-shaped items were 
  designed to go into a hibernation state if conditions 
  became too unfavorable. 
  Unless otherwise noted, all areas inside the Caves are 
  unlit. The descriptive text for these areas, however, 
  assumes that the PCs are using some kind of light source. 
  Since the Caves were built for rhulisti, by the rhulisti, 
  corridors are narrow (5 feet across), ceilings are low (6 feet 
  high in most cases), and everything is made from the 
  same strange porous stone. 
  Keyed Areas of the Caves 
  The areas below correspond to map of the Caves 
  shown here. 
  1. Entrance 
  Any‖creature‖within‖30‖feet‖of‖the‖cave’s‖opening‖can‖
  attempt a DC 20 Spot check. Those who succeed note that 
  the strange rock fissure might actually be a cave entrance. 
   
  This cave opening has a perfectly round aperture, with 
  a ridged surface. This does not look like it could have 
  happened naturally. 
   
  The‖ entrance‖ ledge‖ isn’t‖ easily‖ noticed,‖ located‖ some‖
  10 feet inside the cliff wall. Characters who climb into it 
  (Climb DC 5) find a 6-foot diameter perfectly sculpted 
  tunnel. The amount of lime and fungus growing on the 
  outer side of the entrance denotes that no one has been 
  here for a long time. 
  2. Trapped Hall (EL 10) 
  The dimly lit hall has a stale smell. It appears to have 
  been designed for dwarves and halflings in mind, since 
  the curved, porous rock ceiling is less than seven feet tall. 
  After the first few steps, a dim buzz begins to be heard, 
  and soon after a faint gush of fresh air can be felt. 
   
  The inner surfaces are smooth and warm to the touch. 
  Entering the cave opening brought the ancient air 
  purification and ventilation system out of dormancy and 
  the air is breathable again. It has also brought back the 
  traps. 
  Poisoned Spiked Pit Trap: CR 10; mechanical; 
  location trigger; manual reset; hidden organic lock bypass 
  (Search DC 25, Open Lock DC 20); DC 20 Reflex save 
  avoids; 50 ft. deep (5d6, fall); multiple targets (first target 
  
  122 
  in each of two adjacent 5-ft. squares); pit spikes (Melee 
  +10, 1d4 spikes per target for 1d4+5 plus poison each); 
  poison (deathblade, DC 20 Fortitude, 1d6 Con/2d6 Con); 
  Search DC 16; Disable Device DC 20. 
  3. Storeroom 
  This unremarkable room has several jars and 
  containers, in various states of decay. 
   
  This room was used to store raw materials used in life-
  shaping endeavors. They hold nothing of interest, except 
  that the left most recipient has a rather large quantity of 
  pith (about 2 gallons) that managed to survive all those 
  years. 
  4. Life-Shaping Laboratory (EL 6) 
  Several workbenches with withered forms and empty 
  vats fill this room. OnIn the left side of this chamber 
  stands a bizarre rack holding an assortment of odd-
  looking swords and spears. Similar racks holding other 
  unknown weapons line the walls. The weapons seem 
  intact, though their hilts seem to be swollen and have a 
  gray tinge, like old wood. 
   
  This is where mass production of the more regular 
  items was made, specially life-shaped arms and armor in 
  the lasts days before the cave-in. This is one of the rooms 
  that had the least damage from the cave-in and the 
  aftershocks. It currently has a batch of weepers that 
  managed to safely enter hibernation in the east corner 
  right after the cave-in. They will return if anyone brings a 
  heat source as strong as a torch into 5 feet of them. 
  Weepers (8): See page 115. 
  Treasure: Within the racks, there are two armspikes, 
  two quickstrikes, and one warstaff (see pages 43 and 44). 
  5. Dining Hall (EL 6) 
  Meals were once served to the benders in this room, 
  but in more recent years, it has served as a lair for various 
  underground denizens. 
  In this chamber is an untidy heap of dried out 
  unknown organic material, and desiccated brushwood. 
   
  The organic debris is all that remains of the last 
  creatures’‖ nest,‖ but‖ a‖ colony‖ of‖ monstrous‖ scorpions‖ is‖
  using it for cover. 
  Large Monstrous Scorpions (2): See page 287 of the 
  Monster Manual. 
  Small Monstrous Scorpions (4): See page 287 of the 
  Monster Manual. 
  6. Rhul-takh Lair (EL 14) 
  The door to this area is organically locked and it will 
  open only for Ner-ameth and Bal-omehk. It requires a 
  break DC 28 to burst open the door. 
  This area is dark and empty except for four 
  cumbersome figures in one corner of the room. 
   
  This is where rhul-takh were kept when they were not 
  in use. The rhul-takh in this room have all entered 
  hibernation due to lack of activity, and will quickly come 
  out of it if any creature stands in the room for more than 
  1d3 rounds  Theythey will be able to fight one round after 
  that. 
  Rhul-takhs (4): See page 108. 
  7. Storeroom (EL 8) 
  This large oval room has several markings and 
  drawings on its east side, written in an unknown 
  language. It has several different-looking tubes coming 
  out of it. 
   
  This room was used as a large cistern to store most of 
  the water used by the nature-benders and now it serves as 
  home for a group of cave fishers. The markings are 
  written in rhulisti, albeit very worn with time, and serve 
  as a key for the drawings, actually a diagram of the whole 
  complex. A character must make a DC 30 Decipher Script 
  or Knowledge (architecture and engineering) check to 
  understand what they signify. 
  Cave Fishers (5): See page 179 of Terrors of Athas. 
  8. Library 
  This room apparently was a great library at some 
  time.day. Time and infiltration have destroyed what 
  aftershocks‖haven’t. 
   
  Several volumes about biology and life-shaping in 
  general, as well as several maps were kept here, but all of 
  them are now ruined beyond repair after so many years 
  without care. Most of the hardwood tables are too 
  damaged or rotten to provide any real utility. The 
  glowpods (see page 49) in the walls of the room spent all 
  of their juice a longtime ago. 
  9. Prison (EL Varies) 
  A foul stench of death fills this room. Several 
  irregularly shaped small cages can be seen throughout 
  this place. 
   
  This is where the nature-benders kept captured 
  rhulisti that were friendly to the nature-master faction, to 
  be used for both interrogation and experimentation. 
  Several died during the cave-in, others died out of hunger 
  and thirst, returning as undead. 
  Rhulisti Dhaots (2): See page 50 of Terrors of the 
  Deadlands. 
  Rhulisti Skeletons (1d4): See page 226 of the Monster 
  Manual (use the stats for the human skeleton). 
  Rhulisti Zombies (1d4): See page 226 of the Monster 
  Manual (use the stats for the kobold zombie). 
  10. Maturation Chamber 
  Several dust-covered vats and chambers filled with 
  rotten debris fill this room. 
   
  This is where all the life-shaped tissues and creatures 
  that required further maturation were kept. Due to the 
  cave-in, none of them have survived. However, a skilled 
  
  123 
  life-shaper might be able to recycle what is left of the 
  creatures. 
  11. Research Laboratory (EL 7) 
  The door to this location is different and thicker from 
  the others found in the complex. 
   
  The laboratory has a special valve-shaped door 
  protecting it. Next to the door is a small orifice at about 
  the right height for a rhulisti to place his hand in. If a 
  character places his hand into the orifice, it closes tightly 
  around his hand for a moment, and then releases it—and 
  the portal opens wide (the door recognizes only living 
  Rebirth races, though). It remains open long enough for 
  one character to step through, two if moving very fast, 
  and then closes again. Unless the opener has its genetic 
  code imprinted into the life-shaped door, he sets off the 
  trap right after walking through it. 
  Poison Dart Trap: CR 7; mechanical; location trigger; 
  manual reset; Ranged +18 (1d4+1 plus poison, dart); 
  poison (giant wasp, DC 18 Fortitude, 1d6 Dex/ 1d6 Dex); 
  multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. 
  area); Search DC 25; Disable Device DC 25. 
  12. Research Vault (EL Varies) 
  This vast, dark corridor is filled with bizarre noises 
  and several reinforced windowless cells. 
   
  When potentially unsafe and violent creations where 
  made, this is where they were kept and tested until they 
  were deemed safe enough for mass production. They are 
  all kept within organically locked cells, which only Ner-
  ameth and Bal-omehk can open. They require a break DC 
  25 to be burst opened. 
  The creatures found below should be considered a 
  life-shaped version of the creatures described in the 
  Monster Manual. 
  Carrion Crawlers (1d3): See page 30 of the Monster 
  Manual. 
  Chaos Beast (1): See page 33 of the Monster Manual. 
  Destrachan (1d3): See page 49 of the Monster Manual. 
  Roper (1): See page 215 of the Monster Manual. 
  13. Caved-in Corridor 
  The corridor abruptly ends into a collapsed rock wall. 
  A small humanoid corpse is seen halfway trapped in it. 
  You can see a dim light coming through a tiny crack. An 
  unearthly moan can be heard in the distance. 
   
  This passage used to lead to where Ner-ameth 
  conducted her private research, the path is now blocked 
  by several feet of earth and rock. A recent aftershock 
  helped to clear some of the debris away, and now some 
  light comes through. Excavating requires considerable 
  time and effort, characters using only their hands can dig 
  out dirt and rubble equal to five times their heavy load 
  limits (PH 162)‖ with‖ a‖ day’s‖ work.‖ The‖ amount of the 
  material that fills a 5-foot-by-5-foot area weighs two tons. 
  With a shovel or other appropriate digging instrument, 
  characters can clear out material twice as quickly as by 
  hand. 
  14. Ner-ameth’s Chamber (EL 16) 
  The rubble ends at a vibrant blue structure that almost 
  appears to glow, with flowing curves and sweeping spires 
  constructed from a single piece of stone. It has no sharp 
  corners, no straight lines, and no obvious signs of being 
  carved or otherwise worked in any way. 
   
  This is where Ner-ameth and her faithful assistant, 
  Bal-omehk, now an ioramh, have been trapped for the last 
  millennia. This is where they spend most of their time, 
  conducting experiments trying to life-shape Ner-ameth 
  back to life. She has not succeeded so far, but has been 
  able to progress on how to create undead grafts. 
  Ner-ameth instantly attacks any rhul-thaun or halfling 
  that enters the precinct. 
  Ner-ameth: See the Encounters in the Caves section, 
  below. 
  Bal-omehk: See the Encounters in the Caves section, 
  below. 
  14. Ner-ameth’s Personal Laboratory 
  Albeit very damaged and dusty, this place looks like it 
  was some sort of laboratory, with several washed-out 
  paintings and illustrations covering the rock walls. 
   
  This is where Ner-ameth conducted her most delicate 
  and secret researches, and where she used to rest when 
  she was still alive. 
  Treasure: Within the lab are old bones from a dead 
  servant, dust, a Small masterwork steel heavy mace, 10 
  blue sapphires (1,000 Cp total), and 500 ghav-egoths. The 
  most valuable possession in the room, however, is Ner-
  ameth’s‖notebooks,‖as‖well‖as‖her‖personal‖recorder‖(see‖
  page 50), which contains secrets to life-shaping and 
  nature-bending, considered to be long lost on Athas. The 
  knowledge contained on those objects would be 
  considered priceless in any rhul-thaun city (and also on 
  New Kurn), and it would allow for anyone able to 
  decipher its contents to take any life-shaping prestige 
  classes presented in this book. 
  Encounters in the Caves 
  Here are the creatures and NPCs that explorers will 
  encounter within the Caves. 
  Major NPCs 
  The following monsters and characters appear 
  throughout the Caves, as indicated in the keyed areas, 
  above. 
   
  Ner-ameth 
  This gaunt humanoid wearing dirty rags is about the size of 
  a halfling. Her body bears several signs of being crushed. 
   
   
   
  
  124 
  Ner-ameth 
  CR 16 
  Female venger rhulisti expert 3/life-shaper 9/nature-
  master 2 
  NE Small humanoid (augmented humanoid, rhulisti, 
  psionic) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Rhulisti 
  AC 13, touch 11, flat-footed 13 
   (+1 size, +2 natural) 
  hp 105 (14 HD) 
  Fort +4, Ref +4, Will +13 
  Speed 20 ft. (4 squares) 
  Melee slam +8 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Atk Options flesh detonation, moan, vengeful grasp 
  Psi-Like Abilities (ML 14th): 
  At will—body equilibrium, inflict pain (6 targets, DC 17*) 
  1/day—energy adaptation (immediate action*), recall 
  agony (13d6, DC 17*) 
  *Includes augmentation for Ner-ameth’s‖ manifester 
  level. 
  Abilities Str 19, Dex 10, Con —, Int 18, Wis 12, Cha 14 
  SQ enduring focus, Gray toughness 1 
  Feats 
  Gifted 
  Shaper*, 
  Leadership, 
  Mastershaper, 
  Nature-bender*, Shaper of LifeB*, Shape Creature*, 
  Shape Tool*, Skill Focus [Craft (life-shaped)] 
  *New feats described on page 19 
  Skills Appraise +14, Bluff +9, Craft (life-shaped) +23, 
  Diplomacy +4, Heal +14, Intimidate +4, Knowledge 
  (architecture and engineering) +14, Knowledge (life-
  shaping) +21, Knowledge (nature) +21, Profession 
  (life-shaper) +21, Search +11, Sense Motive +11 
  Enduring Focus (Su) Ner-ameth’s‖ life‖ force is tied to 
  revenge herself against the nature-masters. As long as 
  they live, Ner-ameth reforms 1d6 days after its 
  apparent death. Ner-ameth is permanently destroyed 
  when she slays her target or is slain by that target. 
  Killing Ner-ameth by other means only temporarily 
  reduces her to a putrid mass of flesh. 
  Flesh Detonation (Ex) When Ner-ameth’s‖ quarry‖
  destroys her, Ner-ameth’s‖body‖explodes‖in‖fearsome‖
  rage, spraying flesh and bone fragments in a 30-ft. 
  radius. The fragments deal 5d6 points of piercing 
  damage to anything within the radius (Reflex DC 19 
  half). The supernatural explosion deals double 
  damage to the individual that slew the venger, if 
  within range. 
  Moan (Su) Ner-ameth moans and wails in her anguish, 
  especially when she senses living beings. Creatures 
  with fewer than 14 HD who hear her moan must 
  make a Will save or be shaken as long as they can 
  hear it. Whether or not the save is successful, that 
  creature cannot be affected again by Ner-ameth’s‖
  moan ability for 24 hours. 
   The moans are autonomic and can barely be 
  suppressed enough for her to speak. 
  Vengeful Grasp (Su) When Ner-ameth fights the being 
  that wronged her, she attempts a vengeful grasp. As a 
  standard‖ action‖ that‖ doesn’t‖ provoke‖ attacks of 
  opportunity, Ner-ameth initiates a grapple. Each 
  round the grapple is maintained, Ner-ameth’s‖ prey‖
  must make a Fortitude save or die. If it makes the 
  save, the victim still suffers Ner-ameth’s‖ slam‖
  damage. The save DC is Strength based. 
  Skills Ner-ameth receives a +4 bonus on Survival 
  checks made while tracking. She can always sense the 
  direction of its quarry. 
  Hook ‚I‖will‖have‖my‖revenge,‖no‖matter‖how‖long‖it‖
  takes!‛ 
   
  Ner-ameth was one of the highest-ranking members of 
  her nature-bender team. When the nature-masters 
  declared war against all benders and her friends started 
  dying, she quickly started to think of a way to revenge 
  herself. For that, she chose a remote location and some of 
  her best assistants to work uninterrupted on her ultimate 
  weapon. 
   
  Bal-omehk 
  This almost skeletal figure clad in a dirty white tabard has 
  its skin speckled with patches of mold and liver spots. A 
  permanent expression of agony twists its face, and its dark eyes 
  stare lifelessly. 
   
  Bal-omehk 
  CR 3 
  NE Medium undead (ioramh) 
  Init -4; Senses deaf, darkvision 60 ft.; Spot +0 
  Languages Rhulisti 
  AC 14, touch 10, flat-footed 14 
   (+4 natural) 
  hp 19 (3 HD) 
  Immune cold and electricity 
  Fort +1, Ref +1, Will +3 
  Vulnerability raise dead 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +4 each (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options despair, telekinesis 
  Abilities Str 14, Dex 10, Con —, Int 6, Wis 10, Cha 9 
  SQ death wish, undead traits 
  Feats Ability Focus (despair), Weapon Focus (claws) 
  Skills Hide +6, Move Silently +6, Spot +0 
  Despair (Su) On approaching within 30 ft. of Bal-
  omehk, the viewer must succeed on a DC 12 Will save 
  or be shaken for 1d4 rounds. Whether or not the save 
  is successful, that creature cannot be affected again by 
  Bal-omehk’s‖despair‖ability‖for‖24‖hours. 
  Death Wish (Ex) Bal-omehk wishes to die forever but is 
  cursed to live on as undead until his master releases 
  him. If given an opportunity to permanently defeat 
  the curse that binds it to undeath, and as long as it 
  doesn’t‖ contradict‖ Bal-omehk’s‖ commands,‖ Bal-
  omehk ioramh may actually assist others in 
  destroying it. 
  Telekinesis (Su) Bal-omehk can use telekinesis at will to 
  hurl objects as a standard action. They can hurl 
  
  125 
  objects weighing up to 50 lb., moving them up to 20 
  ft. or dealing up to 2d6 points of damage, depending 
  on the material thrown. Bal-omehk makes telekinetic 
  combat maneuvers with a +0 bonus. 
  Vulnerability to Raise Dead (Ex) A spellcaster can 
  target Bal-omehk with a raise dead spell, temporarily 
  destroying the creature with a successful touch attack. 
  Bal-omehk’s‖ master’s‖ compulsion‖ causes‖ it‖ to‖ rise‖
  again in 1d6 days. 
   
  Bal-omehk was an ambitious life-shaper that became 
  attracted to Ner-ameth both mentally and physically. 
  Seeing the power commanded by the benders, he quickly 
  accepted Bal-omehk’s‖invite‖to‖join‖her forces. He became 
  more and more in love with Ner-ameth, who only cared 
  about her research and did not have time for such 
  frivolities. 
  When the cave-in destroyed most of their secret lab, 
  Ner-ameth’s‖desire‖ for‖revenge‖ brought‖back‖Bal-omehk 
  as a ioramh. 
  Random Encounters 
  While the PCs are exploring the Caves roll once every 
  hour on the following table (unless indicated in the 
  description of that particular area). 
   
  Table 9–2: Random Encounters in the Caves 
  d% 
  Encounter 
  01–20 
  No encounter. 
  21–25 
  Rhulisti Undead (EL 1/3): Many rhulisti killed at the 
  prison or during the cave-in still roam the Caves, 
  seeking blood.???? 
  26–30 
  Subterranean lizard (EL 4) 
  31–35 
  Hej-kin Family (EL 4-5): 1d3+3 hej-kins roam the 
  Caves searching for a suitable nest and prey. 
  36–40 
  Half-magma Darkmantles (EL 5-7): 1d3+1 half-
  elemental darkmantles lurk in the darkness, waiting for 
  unwary prey. 
  41–50 
  Kalin Pack (EL 6-8): 1d3+3 kalins hunt the underdark. 
  51–60 
  Tyrian Slime (EL 7-8): A trio of slime creeps through 
  the complex, cleaning any debris they found. 
  61–70 
  Wall Walker Hive (EL 8-10): The recent aftershocks led 
  this hive of 1d6+4 walkers into the Cave. 
  71–80 
  Black-touched Dark Spiders (EL 9-12): 1d4+3 dark 
  spider warriors search for food. 
  81–90 
  Magera Tribe (EL 10-12): A magera commander (7th-
  level defiler) leads one 5th-level cleric and 1d4+3 
  magera. 
  91–95 
  Roper (EL 12): This creature was shaped to be used as a 
  guardian beast. 
  96–100 
  Life-shaped Guardian: Choose any life-shaped creature 
  from Chapter 9, increasing HD and adding templates 
  such as the wild creature template (page 117). 
  The Sanctuary of Pareth 
  The second largest rhul-thaun city has one major life-
  shaper stronghold, a complex built into the side of the 
  Cliff. 
  As presented here, the Sanctuary of Pareth should 
  provide a challenge for a group of 5th-level characters. 
  General History of the Sanctuary 
  This sanctuary was created using long-forgotten life-
  shaped digging mechanisms; the result was a series of 
  rooms and corridors within the cliff. It is currently used as 
  a life-shaping laboratory. The life-shapers that currently 
  occupy this stronghold use only a small portion of this 
  underground domain. The vast majority of its rooms and 
  galleries are unused—and for the most part, unexplored. 
  Secret History of the Sanctuary 
  The ancient tunnels honeycomb a large portion of the 
  Cliffs; some passages lead to far away locales situated 
  within the White Mountains and the Ringing Mountains. 
  However, due to complete lack of maintenance and the 
  recent earthquakes, only a few are still available and safe. 
  Most of the rhul-thaun in the sanctuary are either 
  uninterested or afraid to explore the deeper part of the 
  caves. 
  A small clan of hej-kin has made some of the 
  unexplored parts of the maze their temporary homes, 
  thinking the rocky rooms were a natural formation. After 
  a while, they discovered the dead remains of an enormous 
  digging creature and blamed the rhul-thaun for being 
  deceived into living in unnatural grounds. Now, they use 
  their phase ability to snatch unwary rhul-thaun and make 
  them pay for the abuse of the Earth. 
  In Your Campaign 
  The PCs could be lured to the Sanctuary of Pareth in 
  several ways. They could be hired to investigate the 
  disappearance of rhul-thaun inside the sanctuary (either 
  because of the hej-kin, or due to the cruelty of either Mag-
  aven or Lars-aren), or could be simple thieves searching 
  for the richness that lie inside it. 
  The hej-kin inhabitants could be changed to a band of 
  mindhome folk (ToA 89), magera (ToA 87) or dark spiders 
  (ToA 132) in order to adapt the Encounter Level for the 
  PCs. 
  Conditions of the Sanctuary 
  The interior sides of the complex are of exposed rocky 
  walls. The interior is slightly cooler than the outside, and 
  less moist. 
  Glowpods fill the areas occupied by the life-shapers of 
  the sanctuary; however the unused parts have no source 
  of illumination, and the PCs must provide their own light 
  source. 
  Keyed Areas of the Sanctuary 
  The areas below correspond to map of the Sanctuary 
  shown here. 
  1. Gateway 
  This large, valve-looking organic door has a bas-relief 
  depicting strange creatures coming out of a vat, reaching 
  out to a rhul-thaun bearing the outstretched hand graft of 
  a life-shaper. 
  
  126 
   
  This door remains open only during day hours and it 
  is organically locked at night (break DC 25), and only 
  Mag-aven can open it. 
  2. Entry Hall (EL Varies) 
  Several rhul-thaun shuffle around this large and 
  exotically decorated hall, mostly clearly climbers or 
  windriders. Light comes through several oval-shaped 
  orifices on the rock wall, covered with a substance akin to 
  light amber.  
   
  X. This is one of the few sections of the Sanctuary that 
  remains constantly illuminated, either through natural 
  light coming from the windows or through glowpods at 
  night. 
  Rhul-thaun Commoner (2d4): See the Encounters in 
  Pareth section, below. 
  Rhul-thaun Guard (1d3): See the Encounters in Pareth 
  section, below. 
  3. Mag-aven’s Chambers (EL 9) 
  X. The recipients on the table contain an assortment of 
  poisons Mag-aven collected while working in the vertical 
  forests, and used to quickly dispose of her victims. 
  Mag-aven: See the Encounters in Pareth section, 
  below. 
  4. Office (EL Varies) 
  Several queues and counters in this large oval-shaped 
  room indicate this is clearly a place of business. 
   
  This is the administrative part of the Sanctuary, with 
  accountants, sales clerks, and librarians. It contains 2d4 
  rhul-thaun commoners and 1d4-1 low-level shaper during 
  the day or 1d4 rhul-thaun guards during nighttime. 
  Anyone besides the guards attacks only if threatened. 
  Low-level Shaper (1d4-1): See the Encounters in 
  Pareth section, below. 
  Rhul-thaun Commoner (2d4): See the Encounters in 
  Pareth section, below. 
  Rhul-thaun Guard (1d4): See the Encounters in Pareth 
  section, below. 
  Treasure: A strongbox (Open Lock DC 35) contains 
  1d8x100 ghav-egoths and an assortment of precious 
  stones (worth 500 Cp). 
  5. Visitor’s Chambers 
  This simple room contains an organic bed, a wooden 
  table and chair, and a dresser. 
   
  This chamber is kept for special guests and customers 
  that are required to stay away overnight. It is currently 
  vacant. 
  6. Armory (EL 4) 
  The fortified wooden doors to this chamber are locked 
  (Open Lock DC 40). 
  Several racks line up on the walls of this room, 
  containing an assortment of regular weapons. On another 
  corner, a round tank contains several life-shaped weapons 
  soaked up in a translucent fluid. 
   
  This is where all the weapons and shields are kept 
  when not in use by the sanctuary guard. The racks hold 
  about a dozen assorted Small weapons and the tank 
  contains 2 grapplers, 2 mandibles, and 4 flashlances 
  soaked in a lor-rahn solution for preservation. See page 43 
  for more information. 
  The‖weapon‖rack‖in‖the‖west‖wall‖near‖the‖chamber’s‖
  south exit looks like all other racks in the room, but it 
  hides a trap that slashes anyone who touches it. 
  Wall Scythe Trap: CR 4; mechanical; location trigger; 
  automatic reset; Melee +20 (2d4+8/x4, scythe); Search DC 
  21; Disable Device DC 18. Market Price: 17,200 Cp. 
  7. Barracks (EL 3) 
  Several small wooden bunk beds occupy this large 
  room. 
   
  There are always five rhul-thaun guards off duty 
  resting and killing time in here and can join any existing 
  confrontation in 1d3 rounds. 
  Rhul-thaun Guard (5): See the Encounters in Pareth 
  section, below. 
  8. Dining Hall 
  This room has one large oval wooden table with 
  several tables around it. Its walls are decorated with 
  paintings depicting heroic rhul-thaun battling monstrous 
  creatures. 
   
  This room is only occupied during meal hours and it 
  is closed during the night (Open Lock DC 30). 
  9. Storage Rooms 
  Several shelves, barrels, and crates are kept in this 
  poorly lit room. 
   
  The Sanctuary has numerous storage areas for 
  everything from foodstuffs to life-shaping raw materials. 
  10. Library 
  The wide doors to this chamber are locked (Open Lock 
  DC 40). 
  This chamber is filled with wooden shelves, crammed 
  with all sorts of books and parchments. Four reading 
  tables lie in the middle of the room. 
   
  This library contains several life-shaping tomes, 
  selling records, and books about biology and other 
  various topics. 
  11. Auditorium 
  This hemisphere–shaped room has several curved 
  benches, and an elevated stage. 
   
  This place is reserved for special announcements and 
  staff meetings. 
  
  127 
  12. Shaper’s Quarters (EL 4) 
  The doors to this chamber are locked and keyed to all 
  current life-shapers’‖organic‖signatures‖(break DC 25). 
  This large and elegant room has several organic beds, 
  healing pods, and all life-shaped comforts ghav-egoths 
  can buy. 
   
  This is one of the largest rooms in the sanctuary, 
  where the life-shapers can relax and enjoy their privileged 
  status, with an assortment of life-shaped tools and 
  creatures to provide for all their needs. 
  Treasure: There are 8 watchpacks in this room, and 
  they carry a total sum of 1,100 ghav-egoths, and assorted 
  gems worth 300 Cp. 
  13. Las-aren’s Chamber 
  This dark and somber room is scantly decorated, with 
  a simple wooden table, a chair, and an organic bed. Over 
  the table, several different recipients lie around in 
  disarrangement. 
   
  Las-aren has concocted a way to get in and out of the 
  sanctuary whenever she needs to, using a carved out 
  window. The recipients on the table contain an 
  assortment of poisons Mag-aven collected while working 
  on the vertical forests, and usually to quickly dispose of 
  her victims. 
  Las-aren: See the Encounters in Pareth section, below. 
  Treasure: Hidden beneath the bed, a wooden box 
  contains 350 ghav-egoths, a couple onyxes (worth 50 Cp) 
  and an amethyst (worth 100 Cp). 
  14. Life-Shaped Engines 
  This large chamber has a massive structure connected 
  with fleshy tendrils to the walls, floor, and ceiling, where 
  they divide into hundreds of smaller veins that run 
  deeper into the ruins. These tendrils and veins pulse with 
  life, as does the structure they lead from. A loud 
  thumping sound can be heard anywhere in the room. 
   
  This‖‚machine‛‖recycles‖and‖pumps‖fresh‖air‖thought‖
  the whole complex. The technology to shape such a 
  complex creature was lost a long time ago, and all that the 
  current shapers can do now is keep it alive and working. 
  15. Abandoned Room 
  This room is empty and doorless, its interior filled 
  with dust and mold. 
  16. Fungi Room (EL 4) 
  Mushrooms of all shapes, colors and sizes thrive in 
  this moist, dark and warm room. 
   
  This abandoned room receives little ventilation, and a 
  recent infiltration has caused fungi to quickly grow on the 
  organic matter left here a long time ago. 
  Shrieker (1): See page 112 of the Monster Manual. 
  Violet Fungus (1): See page 112 of the Monster Manual. 
  17. Hej-kin Lair (EL 5) 
  This earthen chamber is dark and has a foul stench 
  about it. Several tiny bones can be found in one corner.  
   
  This chamber houses a family of hej-kin. Should any 
  creature intrude upon the hej-kin, they bestir themselves 
  and attack. They will phase into solid rock in case they are 
  outnumbered, then heal themselves and return from 
  surprise as long as needed. 
  Hej-Kin (3): See page 73 of Terrors of Athas. 
  18. Caved-in Corridor 
  A teardrop-shaped creature with a body seemingly 
  composed of stone and two massive blunt claws lies inert 
  at the end of this corridor. 
   
  This is the remains of one of the life-shaped machines 
  that were employed in digging the complex. It was 
  abandoned a long time ago for unknown reasons and it 
  perished due to the lack of cam-rahn. 
  Where this corridor leads up to if excavated is up to 
  the DM. 
  Encounters in Pareth 
  Here are the creatures and NPCs that explorers will 
  encounter within Pareth. 
  Major NPCs 
  The following monsters and characters appear 
  throughout the Sanctuary of Pareth, as indicated in the 
  keyed areas, above. 
   
  Rhul-thaun Commoner 
  This simple rhul-thaun is wearing an ordinary tabard, with 
  almost no life-shapes on his person at all. 
   
  Rhul-thaun Commoner 
  CR 1 
  Male/female rhul-thaun commoner 2 
  LN Small humanoid (rhulisti) 
  Init +2; Senses Listen +2, Spot +2 
  Languages Rhul-thaun 
  AC 13, touch 13, flat-footed 11 
        (+1 size, +2 Dex) 
  hp 7 (2 HD) 
  Fort +1, Ref +2, Will +1; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee none 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -4 
  Abilities Str 8, Dex 15, Con 12, Int 9, Wis 13, Cha 8 
  Feats Vertical Orientation* 
  *New feat described on page 20 
  Skills Climb +7, Hide +6, Jump +1, Listen +2, Move 
  Silently +4, Profession +7, Spot +2 
   
  Commoners on the sanctuary will fight only to defend 
  themselves and prefer to flee the scene if possible. 
  
  128 
   
  Rhul-thaun Guard 
  This strong and intimidating rhul-thaun is bearing a life-
  shaped polearm. 
   
  Rhul-thaun Guard 
  CR 2 
  Male/female rhul-thaun warrior 3 
  LN Small humanoid (rhulisti) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Rhul-thaun 
  AC 17, touch 13, flat-footed 15 
         (+1 size, +2 Dex, +4 armor) 
  hp 13 (3 HD) 
  Fort +3, Ref +3, Will +1; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee mandibles +4 (1d4/19-20) or 
  Ranged sling +5 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Abilities Str 11, Dex 14, Con 11, Int 9, Wis 12, Cha 8 
  Feats Vertical Orientation* 
  *New feat described on page 20 
  Skills Climb +9, Hide +6, Intimidate +4, Jump +4, Listen 
  +1, Move Silently +4, Spot +1 
  Possessions sheath armor*, mandibles*, sling, sling 
  bullets (10) 
  *New items described on Chapter 6. 
   
  If the circumstances allow, guards will call for 
  reinforcements before entering battle, and will protect the 
  shapers at the expense of others. 
   
  Rhul-thaun Low-Level Shaper 
  This rhul-thaun is carrying an assortment of books and 
  papers with him, ordering others to do his bidding. 
   
  Rhul-thaun Low-Level Shaper 
  CR 2 
  Male/female rhul-thaun expert 3 
  LN Small humanoid (rhulisti) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Rhul-thaun 
  AC 14, touch 12, flat-footed 13 
       (+1 size, +1 Dex, +2 armor) 
  hp 7 (3 HD) 
  Fort +1, Ref +2, Will +5; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee armspike +1 (1d4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Abilities Str 8, Dex 13, Con 8, Int 13, Wis 14, Cha 9 
  Feats Shaper of Life* 
  *New feat described on page 19 
  Skills Climb +3, Craft (life-shaped) +9, Heal +2, Hide +5, 
  Knowledge (life-shaping) +11, Knowledge (nature) +3, 
  Listen +2, Move Silently +3, Profession +6, Spot +2 
  Possessions hidden sheath armor*, armspike* 
  *New items described on Chapter 6. 
   
  Shapers will send guards and life-shaped creature to 
  fight in their stead and will flee if possible. 
   
  Rhul-thaun Shaper Supervisor 
  This rhul-thaun has a smug look about him, with several 
  life-shaped covering his body. He bears the green hand cosmetic 
  graft of the life-shapers. 
   
  Rhul-thaun Shaper Supervisor 
  CR 3 
  Male/female rhul-thaun expert 3/life-shaper 1 
  LN Small humanoid (rhulisti) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Rhul-thaun 
  AC 15, touch 13, flat-footed 13 
        (+1 size, +2 Dex, +2 armor) 
  hp 14 (4 HD) 
  Fort +1, Ref +3, Will +6; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee mwk quickstrike +3 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Combat Gear detoxifier 
  Abilities Str 10, Dex 15, Con 10, Int 16, Wis 16, Cha 8 
  Feats 
  Shaper 
  of 
  LifeB*, 
  Shape 
  Tool*, 
  Vertical 
  Orientation* 
  *New feats described on page 19 
  Skills Appraise  +10, Climb +6, Craft (life-shaped) +12, 
  Diplomacy +4, Heal +10, Hide +6, Jump +2, 
  Knowledge (life-shaping) +14, Knowledge (nature) 
  +10, Listen +3, Move Silently +4, Profession +10, Spot 
  +3 
  Possessions combat gear plus hidden sheath armor*, 
  masterwork quickstrike (+1 to attack)* 
  *New items described on Chapter 6. 
   
  Shapers will send guards and life-shaped creature to 
  fight in their stead and will flee if possible. 
   
  Las-aren 
  You see a black haired rhul-thaun wearing drab clothes. Her 
  features are very delicate for a rhul-thaun of her strength. 
   
  Las-aren 
  CR 7 
  Female rhul-thaun fighter 2/cliffclimber 5 
  CE Small humanoid (rhulisti) 
  Init +6; Senses Listen +2, Spot +4 
  Languages Rhul-thaun 
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +2 armor, +2 shield); cliff fighting 
  hp 57 (7 HD) 
  Fort +11, Ref +3, Will +3; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee mwk flashlance +11/+6 (1d4+3 plus 1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Special Actions Cliff Hanger, quick climber 
  
  129 
  Atk Options cliff fighting +2 
  Combat Gear sleep spore pod 
  Abilities Str 16, Dex 15, Con 19, Int 15, Wis 14, Cha 12 
  SQ quick climber, swift tracker 
  Feats Cliff Combat*, Cliff Hanger*, Improved Initiative, 
  Endurance, TrackB 
  *New feat described on page 16 
  Skills Balance +6, Climb +27 (+29 involving ropes), 
  Hide +10, Jump +7, Knowledge (geography) +7, 
  Knowledge (nature) +6, Listen +2, Move Silently +9, 
  Profession (climber) +6, Spot +4, Survival +7 (+9 to 
  keep 
  from 
  getting 
  lost/aboveground 
  natural 
  environments), Use Rope +7 
  Possessions combat gear plus hidden sheath armor*, 
  flashlance*,‖ climbers’‖ shield*,‖ climber’s‖ kit,‖ climbing‖
  boots*, grasping hook*, organic rope (50 ft.) 
  *New items described on Chapter 6. 
  Cliff Fighting (Ex) Lar-aren gains a +2 bonus on attack 
  rolls and a +1 competence bonus to Armor Class 
  while fighting on cliff faces and ledges. 
  Quick Climber (Ex) Lar-aren can move at half-speed 
  while climbing without taking the normal -5 penalty. 
  Swift Tracker (Ex) Lar-aren can move at normal speed 
  while following tracks. 
  Hook ‚Psst,‖over‖here.‛ 
   
  Las-aren is a professional climber who lives in Pareth. 
  She is completely evil and thoroughly untrustworthy, but 
  still manages to get enough work to make ends meet. 
  Occasionally, she lures prospective employers into 
  secluded areas in order to kill them and strip the 
  valuables from their pockets. 
   
  Mag-aven 
  A horribly disfigured rhul-thaun hobbles towards you. By 
  the tone of her voice and the look of her eyes, the exterior 
  appearance seems to match the interior. 
   
  Mag-aven 
  CR 8 
  Female rhul-thaun bard 3/life-shaper 5 
  NE Small humanoid (rhulisti) 
  Init +1; Senses low-light vision; Listen +X, Spot +X 
  Languages Rhul-thaun 
  AC 14, touch 12, flat-footed 12 
   (+1 size, +1 Dex, +2 armor) 
  hp 42 (7 HD) 
  Fort +4, Ref +5, Will +8; +2 against poison, spells and 
  spell-like effects 
  Speed 20 ft. (4 squares) 
  Melee mwk quickstrike +7 (1d4, 19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +0 
  Special Actions bardic music 3/day (countersong, 
  fascinate 2 creatures, inspire competence, inspire 
  courage +1), quick shape, superior heal 
  Atk Options poison (rubelu mushroom, DC 19, 2d6 
  Con/1d6 Con + 1d6 Dex), Quickdraw 
  Combat Gear 2 doses of rubelu mushroom poison 
  Abilities Str 12, Dex 13, Con 15, Int 20, Wis 13, Cha 17 
  SQ bardic knowledge +8, improve kit, poison use 
  Feats Mastershaper*, QuickdrawB, Shape Tool*, Shaper 
  of LifeB*, Shape Tissue 
  *New feats described on page 19 
  Skills Appraise +10 (+12 related to life-shaping), Bluff 
  +15, Craft (life-shaped) +19, Diplomacy +8, Gather 
  Information +12, Heal +9, Intimidate +15, Knowledge 
  (architecture and engineering) +13, Knowledge (life-
  shaping) +17, Knowledge (nature) +15, Profession 
  (life-shaper) +11, Sense Motive +9, Sleight of Hand +8 
  Possessions combat gear plus masterwork quickstrike 
  (+2 to attack rolls)*, chameleon cloak*, hidden sheath 
  armor*, lightvisor* 
   *New items described on Chapter 6. 
  Quick Shape (Ex) When using the Craft (life-shaped) 
  skill to shape such an item, you reduce the building 
  time by half. 
  Superior Heal With 1 hour of work, you can heal a life-
  shaped creatures, tissues and tools with number of hit 
  points based on your Heal check result. 
  Hook ‚Oh,‖ let‖ me‖ show‖ you‖ this‖ new‖ experiment‖ of‖
  mine.‛ 
   
  The leader of the life-shaping sanctuary of Pareth, 
  Mag-aven has a twisted soul in a twisted body. An 
  accident during a life-shaping experiment disfigured her 
  long ago and drove her partially mad. Though she has 
  supposedly recovered from the insanity, she has since 
  developed a penchant for pain and the macabre. 
   
   
  
  130 
  A
  Appppeennddiixx::  E
  Ennccoouunntteerr  T
  Taabblleess  
   
  These tables provide a guideline for encounters in the Jagged Cliffs, but they are not absolutes. Use them and bend 
  them to suit your needs, and never be afraid to reroll an inappropriate encounter. In this section, creatures from the 
  Monster Manual, Expanded Psionics Handbook, Terrors of Athas, and Terrors of the Deadlands are listed, except those that are 
  found only underground, those that are native to a plane of existence, and some creatures with low CRs that are usually 
  not appropriate for encounters. 
  This table is not broken down into climate subdivisions of cold, temperate and warm because it assumes that most 
  Jagged Cliffs terrain is warm. Find the appropriate encounter level on the following tables and roll your encounter. 
   
  Table 10—1: Jagged Cliffs Encounters 
  Jagged Cliffs Encounters, EL 1—4 
  EL 1 
  EL 2 
  EL 3 
  EL 4 
   
   
  Number 
  d% 
  d% 
  d% 
  d% 
  Creature 
  CR 
  EL 1 
  EL 2 
  EL 3 
  EL 4 
  01—10 
  — 
  — 
  — 
  Rat (animal) 
  1/8 
  9—10 
  — 
  — 
  — 
  11—15 
  01—05 
  — 
  — 
  Hurrum (vermin) 
  1/4 
  4 
  8 
  — 
  — 
  16—20 
  06—10 
  — 
  — 
  Hawk (animal) 
  1/3 
  3 
  5—6 
  — 
  — 
  21—25 
  11—15 
  01—05 
  — 
  Rat, dire 
  1/3 
  3 
  5—6 
  8 
  — 
  26—35 
  16—20 
  06—15 
  — 
  Rhul-thaun warrior skeleton 
  1/3 
  3 
  5—6 
  8 
  — 
  36—41 
  21—25 
  16—20 
  01—05 Kes'trekel (animal) 
  1/2 
  2 
  3—4 
  5 
  8 
  42—51 
  26—35 
  21—30 
  06—15 Pterran, 1st-level warrior 
  1/2 
  2 
  3—4 
  5 
  8 
  52—56 
  36—41 
  31—35 
  16—21 Snake, Small viper (animal) 
  1/2 
  2 
  3—4 
  5 
  8 
  57—64 
  42—51 
  36—45 
  22—31 Zombie, rhul-thaun 
  1/2 
  2 
  3—4 
  5 
  8 
  65 
  52 
  50 
  32 
  Half-giant 
  1 
  1 
  2 
  3 
  4 
  66 
  53 
  51 
  33 
  Jozhal 
  1 
  1 
  2 
  3 
  4 
  67 
  54 
  52 
  34 
  Thri-kreen 
  1 
  1 
  2 
  3 
  4 
  68—73 
  55—64 
  53—62 
  35—44 Human raider, 1st-level fighter 
  1 
  1 
  2 
  3 
  4 
  74 
  65 
  63 
  45 
  Bluebottle fly, Giant (vermin) 
  1 
  1 
  2 
  3 
  4 
  75—92 
  66—75 
  64—73 
  46—59 Rhul-thaun, 1st-level warrior 
  1 
  1 
  2 
  3 
  4 
  93—99 
  76—81 
  74—78 
  — 
  Kank, soldier (animal) 
  2 
  1 
  1 
  2 
  — 
  100 
  82 
  79 
  — 
  Zombie, gray 
  2 
  1 
  1 
  2 
  — 
  — 
  83—87 
  80—84 
  60—59 Ruve 
  3 
  — 
  1 
  1 
  1 
  — 
  88 
  85 
  60—64 Ioramh 
  3 
  — 
  1 
  1 
  1 
  — 
  89 
  86 
  — 
  Shadow 
  3 
  — 
  1 
  1 
  — 
  — 
  90—94 
  87—88 
  66—69 Lirr (animal) 
  3 
  — 
  1 
  1 
  1 
  — 
  95—99 
  89—90 
  70—74 Tigone 
  3 
  — 
  1 
  1 
  1 
  — 
  100 
  91—92 
  75—79 Lizard, jastrak (animal) 
  4 
  — 
  1 
  1 
  1 
  — 
  — 
  93—95 
  80—91 Magera 
  4 
  — 
  — 
  1 
  1 
  — 
  — 
  96 
  92 
  Cilops (vermin) 
  4 
  — 
  — 
  1 
  1 
  — 
  — 
  97 
  93 
  T'chowb 
  4 
  — 
  — 
  1 
  1 
  — 
  — 
  98 
  94 
  Janni (genie) 
  4 
  — 
  — 
  1 
  1 
  — 
  — 
  99—100 93—97 Ant lion, Giant (vermin) 
  4 
  — 
  — 
  1 
  1 
  — 
  — 
  — 
  98 
  Tembo 
  5 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  99 
  Id fiend 
  5 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  100 
  Roll on Encounters, EL 5 
   
   
   
   
   
   
  Jagged Cliffs Encounters, EL 5—8  
  EL 5 
  EL 6 
  EL 7 
  EL 8 
   
   
  Number 
  d% 
  d% 
  d% 
  d% 
  Creature 
  CR 
  EL 5 
  EL 6 
  EL 7 
  EL 8 
  01—03 
  01—03 
  01—03 
  01—03 Elemental, Small 
  1 
  5—6 
  6 
  8 
  11 
  04—06 
  04—06 
  04—06 
  04—06 Monstrous scorpion, Medium 
  1 
  5—6 
  6 
  8 
  11 
  07—08 
  07—08 
  07 
  07 
  Tarek, 1st-level warrior 
  1 
  5—6 
  6 
  8 
  11 
  09—13 
  09—10 
  08—12 
  08—10 Kank, soldier (animal) 
  2 
  3 
  4 
  5—6 
  8 
  14—18 
  11—13 
  13—17 
  11—13 Monstrous scorpion, Large 
  2 
  3 
  4 
  5—6 
  8 
  
  131 
  19—23 
  14—15 
  18—19 
  14—16 Rat, swarm 
  2 
  3 
  4 
  5—6 
  8 
  24—25 
  16—17 
  20 
  17—18 Antloid, dynamis (vermin) 
  3 
  2 
  3 
  4 
  5—6 
  26—27 
  18—19 
  21 
  19 
  Creeping claw, Medium 
  3 
  2 
  3 
  4 
  5—6 
  28 
  20 
  — 
  20 
  Kank, zombie bugdead soldier (vermin) 
  3 
  2 
  3 
  4 
  5—6 
  29 
  21 
  — 
  — 
  Shadow 
  3 
  2 
  3 
  4 
  — 
  30—34 
  22—26 
  22—23 
  21—23 Belgoi 
  3 
  2 
  3 
  4 
  5—6 
  35—39 
  27—28 
  24—25 
  24—25 Lizard, jastrak (animal) 
  4 
  1 
  2 
  3 
  4 
  40—44 
  29—31 
  — 
  — 
  Magera 
  4 
  1 
  2 
  — 
  — 
  45—49 
  32—36 
  26—27 
  — 
  Ant lion, Giant (vermin) 
  4 
  1 
  2 
  3 
  — 
  50—54 
  — 
  — 
  — 
  Elven Rope 
  4 
  1 
  — 
  — 
  — 
  55—59 
  37—41 
  28—29 
  26—29 Basilisk 
  5 
  1 
  1 
  2 
  3 
  60—64 
  42—44 
  30—31 
  — 
  Id fiend 
  5 
  1 
  1 
  2 
  — 
  65—67 
  45—46 
  32—33 
  — 
  Flailer 
  5 
  1 
  1 
  2 
  — 
  68 
  47 
  34 
  — 
  Eel, fire 
  5 
  1 
  1 
  2 
  — 
  69 
  48 
  35 
  30—31 Jalath’gak 
  5 
  1 
  1 
  2 
  3 
  70—74 
  49—53 
  36—40 
  32—33 Tembo 
  5 
  1 
  1 
  2 
  3 
  75 
  54 
  — 
  — 
  Trin 
  5 
  1 
  1 
  — 
  — 
  76—77 
  55—59 
  41—45 
  34—38 Scorpion, barbed (vermin) 
  5 
  1 
  1 
  2 
  3 
  78 
  60—61 
  46—47 
  39—40 Phase spider 
  5 
  1 
  1 
  2 
  3 
  79—83 
  62—66 
  48—52 
  41—43 Lion, dire 
  5 
  1 
  1 
  2 
  3 
  84 
  67 
  53 
  44 
  Chahnth 
  5 
  1 
  1 
  2 
  3 
  85 
  68 
  54 
  45 
  Animated object, Huge 
  5 
  1 
  1 
  2 
  3 
  86 
  69 
  55 
  46 
  Wraith, Athasian 
  6 
  1 
  1 
  1 
  2 
  87—89 
  70—71 
  56—59 
  47—48 Spider, crystal 
  6 
  1 
  1 
  1 
  2 
  90—92 
  72—75 
  60—62 
  — 
  Lizard, fire (animal) 
  6 
  1 
  1 
  1 
  — 
  93—95 
  76—78 
  63—65 
  49—50 Hatori (animal) 
  6 
  1 
  1 
  1 
  2 
  96—100 
  79—83 
  66—70 
  51—55 Wyvern 
  6 
  1 
  1 
  1 
  2 
  — 
  84 
  71 
  56 
  Bone golem 
  7 
  — 
  1 
  1 
  1 
  — 
  85—87 
  72—76 
  57—61 Krag 
  7 
  — 
  1 
  1 
  1 
  — 
  88 
  77 
  62 
  Flesh golem 
  7 
  — 
  1 
  1 
  1 
  — 
  89 
  78 
  63 
  Animated object, Gargantuan 
  7 
  — 
  1 
  1 
  1 
  — 
  90 
  79 
  64 
  Jade golem 
  7 
  — 
  1 
  1 
  1 
  — 
  91—92 
  80—81 
  65—66 Worm of bones 
  7 
  — 
  1 
  1 
  1 
  — 
  93 
  82 
  67 
  Undead war beetle 
  7 
  — 
  1 
  1 
  1 
  — 
  94—98 
  83—87 
  68—72 Bulette 
  7 
  — 
  1 
  1 
  1 
  — 
  99—100 
  88—90 
  73—77 Dragonne 
  7 
  — 
  1 
  1 
  1 
  — 
  — 
  91 
  78 
  Ashen 
  8 
  — 
  — 
  1 
  1 
  — 
  — 
  92 
  79 
  Obsidian retriever 
  8 
  — 
  — 
  1 
  1 
  — 
  — 
  93 
  80 
  Shadow, greater 
  8 
  — 
  — 
  1 
  1 
  — 
  — 
  94—98 
  81—83 Slimahacc (animal) 
  8 
  — 
  — 
  1 
  1 
  — 
  — 
  99—100 84—86 Behir 
  8 
  — 
  — 
  1 
  1 
  — 
  — 
  — 
  87 
  Magma golem 
  9 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  88—92 Gaj 
  9 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  93—96 Drik, high 
  9 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  97 
  Black-touched dune trapper 
  9 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  98 
  Chimera, half-air 
  9 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  99 
  Aratha, half-earth drake 
  9 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  100 
  Roll on Encounters, EL 9 
   
   
   
   
   
   
  Jagged Cliffs Encounters, EL 9—12 
  EL 9 
  EL 10 
  EL 11 
  EL 12  
   
  Number 
  d% 
  d% 
  d% 
  d% 
  Creature 
  CR 
  EL 9 
  EL 10 
  EL 11 
  EL 12 
  01—02 
  01—04 
  01—02 
  — 
  Dagorran 
  4 
  5—6 
  8 
  11 
  — 
  03—05 
  05—06 
  — 
  — 
  Id fiend 
  5 
  4 
  5—6 
  — 
  — 
  06—10 
  07—09 
  03—05 
  01—05 Jalath’gak (animal) 
  5 
  4 
  5—6 
  8 
  11 
  11—15 
  10—14 
  06—15 
  06—15 Lion, dire 
  5 
  4 
  5—6 
  8 
  11 
  16 
  15 
  — 
  — 
  Wraith, Athasian 
  6 
  3 
  4 
  — 
  — 
  
  132 
  17—21 
  16—20 
  16—25 
  16—20 Wyvern 
  6 
  3 
  4 
  5—6 
  8 
  22 
  21 
  — 
  — 
  Bone golem 
  7 
  2 
  3 
  — 
  — 
  23 
  22 
  26—27 
  21—23 Dune reaper, warrior 
  7 
  2 
  3 
  4 
  5—6 
  24—28 
  23—27 
  — 
  — 
  Lirr, Large (animal) 
  7 
  2 
  3 
  — 
  — 
  29—33 
  28—32 
  28—32 
  24—28 Dragonne 
  7 
  2 
  3 
  4 
  5—6 
  34—38 
  33—37 
  33—42 
  29—33 Bulette 
  7 
  2 
  3 
  4 
  5—6 
  39 
  38 
  — 
  — 
  Obsidian golem 
  8 
  1 
  2 
  — 
  — 
  40—44 
  39—43 
  43—47 
  32—36 Slimahacc (animal) 
  8 
  1 
  2 
  3 
  4 
  45—49 
  44—48 
  — 
  — 
  Behir 
  8 
  1 
  2 
  — 
  — 
  50 
  49 
  48—49 
  37—40 Shadow, greater 
  8 
  1 
  2 
  3 
  — 
  51—55 
  50 
  50—54 
  41—50 Klar 
  8 
  1 
  2 
  3 
  4 
  56—60 
  51 
  — 
  — 
  Gaj 
  9 
  1 
  1 
  2 
  3 
  61—65 
  52 
  55—59 
  51—55 Drik, high 
  9 
  1 
  1 
  2 
  3 
  66—75 
  53—57 
  — 
  — 
  Elemental, Greater 
  9 
  1 
  1 
  — 
  — 
  76—79 
  58—62 
  60—64 
  56—60 Monstrous centipede, Colossal 
  9 
  1 
  1 
  2 
  3 
  80 
  63 
  65 
  61 
  Magma golem 
  9 
  1 
  1 
  2 
  3 
  81 
  64 
  66 
  62 
  Clay golem 
  10 
  1 
  1 
  1 
  2 
  82 
  65 
  67—69 
  63 
  Animated object, Colossal 
  10 
  1 
  1 
  1 
  2 
  83—87 
  66—71 
  68—72 
  64—68 Bear, Athasian (animal) 
  10 
  1 
  1 
  1 
  2 
  88—92 
  72—76 
  73—77 
  69—73 Jalath’gak, Giant (animal) 
  10 
  1 
  1 
  1 
  2 
  93—97 
  77—81 
  78—82 
  74—78 Monstrous scorpion, Gargantuan (vermin) 
  10 
  1 
  1 
  1 
  2 
  98 
  82 
  83 
  79 
  Fael, 8th-level human rogue 
  10 
  1 
  1 
  1 
  2 
  99 
  83—87 
  84—85 
  — 
  Watroach (war beetle) (vermin) 
  10 
  1 
  1 
  1 
  — 
  100 
  88 
  86 
  — 
  Thrax, 7th-level half-elf ranger 
  10 
  1 
  1 
  1 
  — 
  — 
  89 
  87 
  80 
  Dwarven banshee, 7th-level fighter 
  11 
  — 
  1 
  1 
  1 
  — 
  90—99 
  88—92 
  81—86 Elemental, elder 
  11 
  — 
  1 
  1 
  1 
  — 
  100 
  93 
  87 
  Stone golem 
  11 
  — 
  1 
  1 
  1 
  — 
  — 
  94—98 
  86—90 Monstrous scorpion, Colossal 
  12 
  — 
  — 
  1 
  1 
  — 
  — 
  99—100 91—95 Braxat, Athasian 
  12 
  — 
  — 
  1 
  1 
  — 
  — 
  — 
  96 
  Iron golem 
  13 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  97 
  Gray touched mekillot 
  13 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  98 
  Fallen, 11th-level human fighter 
  13 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  99 
  Silt incarnation jhakar-headed beasthead giant 
  13 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  100 
  Roll on Encounters, EL 13 
   
   
   
   
   
   
  Jagged Cliffs Encounters, EL 13—16 
  EL 13 
  EL 14 
  EL 15 
  EL 16  
   
  Number 
  d% 
  d% 
  d% 
  d% 
  Creature 
  CR 
  EL 13 
  EL 14 
  EL 15 
  EL 16 
  01—03 
  — 
  — 
  — 
  Id fiend 
  5 
  16 
  — 
  — 
  — 
  04—08 
  01—05 
  — 
  — 
  Tembo 
  5 
  16 
  24 
  — 
  — 
  09—18 
  06—10 
  — 
  — 
  Lion, dire 
  5 
  16 
  24 
  — 
  — 
  19 
  11 
  — 
  — 
  Wraith, Athasian 
  6 
  12 
  16 
  — 
  — 
  20—24 
  12—16 
  01 
  — 
  Krag 
  7 
  8 
  11 
  16 
  — 
  25—29 
  — 
  — 
  — 
  Behir 
  8 
  5—6 
  — 
  — 
  — 
  30—34 
  17—21 
  02—06 
  — 
  Slimahacc (animal) 
  8 
  5—6 
  8 
  11 
  — 
  35 
  22—26 
  07—08 
  01 
  Venger, 6th-level gnome fighter 
  9 
  4 
  5—6 
  8 
  11 
  36—40 
  27—31 
  09—13 
  02—06 Gaj 
  9 
  4 
  5—6 
  8 
  11 
  41—45 
  32—36 
  — 
  — 
  Drik, high 
  9 
  4 
  5—6 
  — 
  — 
  46 
  37 
  14—15 
  07 
  Giant, desert 
  10 
  3 
  4 
  5—6 
  8 
  47—56 
  38—42 
  16—20 
  — 
  Monstrous scorpion, Gargantuan 
  10 
  3 
  4 
  5—6 
  — 
  57 
  43 
  — 
  — 
  Rock golem 
  11 
  2 
  2 
  — 
  — 
  58—62 
  44—49 
  21—25 
  08—12 Monstrous scorpion, Colossal 
  12 
  1 
  1 
  3 
  4 
  63—72 
  50—54 
  26—30 
  — 
  Braxat, Athasian 
  12 
  1 
  1 
  2—3 
  — 
  73 
  55 
  31—32 
  — 
  Gray touched mekillot 
  13 
  1 
  1 
  2 
  — 
  74 
  56 
  33—34 
  13—14 Fallen, 11th-level rhul-thaun fighter 
  13 
  1 
  1 
  2 
  3 
  75 
  57 
  35—36 
  15 
  Iron golem 
  13 
  1 
  1 
  2 
  3 
  76 
  58 
  37—38 
  16—17 Half-fire drake mekillot 
  14 
  1 
  1 
  1 
  2 
  
  133 
  77 
  59 
  39—40 
  — 
  Gray touched styr 
  14 
  1 
  1 
  1 
  — 
  78—100 
  60—96 
  41—67 
  18—49 Reggelid, 7th-level defiler 
  14 
  1 
  1 
  1 
  2 
  — 
  97 
  68—69 
  50—52 Drake, fire 
  15 
  — 
  1 
  1 
  1 
  — 
  96—100 
  70—72 
  53—62 Dishonored spirit 
  15 
  — 
  1 
  1 
  1 
  — 
  — 
  73—77 
  63—72 Experiment Bav-rem 
  15 
  — 
  — 
  1 
  — 
  — 
  — 
  78—87 
  73—82 Reggelid, 9th-level defiler 
  16 
  — 
  — 
  1 
  1 
  — 
  — 
  88—89 
  83—84 Stone golem, greater 
  16 
  — 
  — 
  1 
  1 
  — 
  — 
  90—99 
  85—94 Reggelid, 10th-level defiler 
  16 
  — 
  — 
  1 
  1 
  — 
  — 
  100 
  95 
  Drake, rain 
  17 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  96 
  Drake, magma 
  17 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  97 
  Drake, silt 
  17 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  98 
  Meorty, 11th-level human cleric 
  17 
  — 
  — 
  — 
  1 
  — 
  — 
  — 
  99 
  Dhaot, 10th-level elf rogue 
  17 
  — 
  — 
  — 
  1 
   
   
   
  100 
  Choose from Encounters, EL 17+ 
   
   
   
   
   
   
  Jagged Cliffs Encounters, EL 17+ 
  Creature 
  CR 
  Drake, rain 
  17 
  Drake, magma 
  17 
  Drake, silt 
  17 
  Drake, sun 
  18 
  Morg, 14th-level human fighter 
  18 
  Kaisharga, 15th-level human defiler 
  19 
  Drake, air 
  19 
  T’liz, 17th-level elf defiler 
  20 
  Zhen, 18th-level human cleric 
  20 
  Crimson 
  22 
   
  
  134 
  IInnddeexx  
  Additional Body Slot (epic feat), 15 
  agile dancer (windancer), 36 
  airborne rider (windrider), 38 
  appearance (life-shaped items), 46 
  arm of radu, the (artifact), 66 
  arrowhead gecko (monster), 82, 83 
  bar-edum (monster), 96, 97 
  barren rock terrain, 7 
  ber-ethern (monster), 84 
  Blessed by Rajaat (feat), 15 
  Builder (feat), 16 
  bvanen (monster), 85 
  bvanen tribe leader (monster), 85 
  centennial brain, the (artifact), 67 
  chuhn-egil (monster), 96 
  Cliff Combat (feat), 16 
  cliff fighting (cliffclimber), 22 
  Cliff Hanger (feat), 16 
  cliff stride (cliffclimber), 22 
  cliffclimber (prestige class), 22 
  climbdog (monster), 88 
  command life-shaped (spell), 19 
  con-evauth (monster), 92 
  control life-shaped (spell), 20 
  corundum sink worm (monster), 68 
  corundum wormskin, the (artifact), 
  67 
  Craft (Life-shaped) (skill), 14 
  Craft (structure) (skill), 14 
  craft xp reserve (life-shaper), 30 
  craft xp reserve (nature-master), 34 
  dancing mastery (windancer), 36 
  darkstrike (monster), 89 
  dhev-sahr (monster), 90 
  disease, 6 
  don-eguth (monster), 97 
  drawbacks (grafts), 49 
  drun-sahn (monster), 98 
  Epic Mastershaper (epic feat), 16 
  Epic Nature-bender (epic feat), 16 
  Epic Shaper (epic feat), 16 
  evasion (windancer), 36 
  expanded graft (graftwarrior), 27 
  experiment bav-rem (monster), 90, 
  100 
  expert healer  (life-tender), 32 
  farspeaker (monster), 91 
  fast acrobatics (windancer), 36 
  flash floods, 5 
  flying tracker (windrider), 38 
  Focused Shaping (feat), 16 
  full mounted attack (windrider), 39 
  gahv-erahn (prestige class), 24 
  Gifted Shaper (feat), 17 
  Graft Awareness (feat), 17 
  Graft Concealment (feat), 17 
  graft slots, 49 
  grafting and removal, 48 
  Graft-taker (feat), 17 
  graftwarrior (prestige class), 27 
  green rhul, the (artifact), 69 
  hardened grafts (graftwarrior), 27 
  Har-etuil (feat), 17 
  Heal (skill), 14 
  healing mastery (gahv-erahn), 25 
  healing mastery (life-tender), 32 
  healing miracle (gahv-erahn), 25 
  healing prowess (gahv-eran), 25 
  healing touch (gahv-erahn), 25 
  hide in the mists (cliffclimber), 23 
  improve kit (life-shaper), 29 
  Improved Climbing (feat), 17 
  jade marquess, the (artifact), 70 
  Knowledge 
  (Architecture 
  and 
  Engineering) (skill), 15 
  Knowledge (Life-shaping) (skill), 15 
  krek-etrac, the (artifact), 73 
  life-shaped construction, 47 
  life-shaped creatures, 59 
  life-shaped nourishment and rest, 47 
  life-shaped tissues, 48 
  life-shaped tools, 47 
  life-shaper (prestige class), 29 
  life-shaping improvement (nature-
  master), 34 
  life-tender (prestige class), 32 
  ma-kat mannequin, the (artifact), 74, 
  75 
  Mastershaper (feat), 17 
  monstrous creature (template), 107 
  monstrous crodlu (monster), 107 
  monstrous feylaar (monster), 108 
  monstrous pterran (monster), 108 
  mother (monster), 93 
  mutagenic areas, 6 
  mutated items, 65 
  Nature-bender (feat), 17 
  nature-master (prestige class), 33 
  number of grafts, 48 
  organic corruption (spell), 20 
  organic disruption (spell), 21 
  Pahr-Even (feat), 17 
  pathfinder (monster), 94 
  persuasive performance (windancer), 
  36 
  poison, 6 
  popular (windrider), 38 
  prestigious (windrider), 39 
  Prolific Shaper (feat), 18 
  quick climber (cliffclimber), 22 
  quick heal (life-shaper), 30 
  quick shape (life-shaper), 30 
  Recycler (feat), 18 
  rhulisti (race), 9 
  Rhulisti Heritage (feat), 19 
  rhul-takh (monster), 104 
  rhul-thaun (race), 11 
  rockslides, 7, 8 
  Rvk’chœl,‖the‖(artifact),‖76 
  Shape Creature (feat), 19 
  Shape Tissue (feat), 19 
  Shape Tool (feat), 19 
  shaped empathy (life-tender), 32 
  Shaper of Life (feat), 19 
  shieldswarm (monster), 105 
  size and life-shaped items, 46 
  skill mastery (nature-master), 34 
  skin of Hanuk, the (artifact), 77 
  slapper (monster), 106 
  splitter (monster), 107 
  stand on mount (windrider), 39 
  sturdy limbs (cliffclimber), 23 
  superior heal (life-shaper), 30 
  supreme rider (windrider), 39 
  sureclimber (cliffclimber), 23 
  sustained performance (windancer), 
  36 
  swift tracker (cliffclimber), 22 
  Take the Heat (feat), 19 
  Tender of Life (feat), 19 
  tongue of glib the mad, the (artifact), 
  81 
  tools of the trade (cliffclimber), 22 
  unified grafts (graftwarrior), 27 
  using items, 46 
  vertical forest terrain, 7 
  Vertical Orientation (feat), 19 
  watchpack (monster), 111 
  weeper (monster), 112 
  wild creature (template), 113 
  wild dhev-sahr (monster), 113 
  wild watchpack (monster), 113 
  wild yihn-eflan (monster), 113 
  windancer (prestige class), 36 
  windrider (prestige class), 38 
  windrider mount (windrider), 38 
  worm lord (template), 69 
  yihn-eflan (monster), 114 
  
  135 
   
  List of Numbered Tables 
  Behind the Veil: Introduction ................................................ 4 
  Table 2—1: DCs to Avoid Getting Lost ................................ 5 
  Table 2—2: DCs Modifiers to Avoid Getting Lost .............. 6 
  Table 2—3: Diseases ................................................................ 6 
  Table 2—4: Poisons ................................................................. 6 
  Table 2—5: Vertical Forest Features ...................................... 7 
  Table 2—6: Barren Rock Features .......................................... 7 
  Table 3—1: Racial Ability Adjustments ................................ 9 
  Behind the Veil: Brown Age Rhulisti .................................. 10 
  Table 3—2: Random Starting Ages ..................................... 13 
  Table 3—3: Aging Effects ..................................................... 13 
  Table 3—4: Random Height and Weight ........................... 13 
  Table 4—5: Skill Synergies ................................................... 14 
  Table 4—6: New Feats .......................................................... 18 
  Table 5—1: The Cliffclimber ................................................ 23 
  Table 5—2: The Gahv-erahn................................................. 25 
  Table 5—3: The Graftwarrior ............................................... 28 
  Table 5—4: The Life-Shaper ................................................. 30 
  Behind the Veil: Lost Clans .................................................. 30 
  Table 5—5: The Life-Tender ................................................. 32 
  Table 5—6: The Nature-Master............................................ 34 
  Table 5—7: The Windancer .................................................. 36 
  Table 5—8: The Windrider ................................................... 39 
  Table 6—1: Weapons ............................................................. 42 
  Table 6—2: Armor ................................................................. 43 
  Table 6—3: Gear ..................................................................... 44 
  Behind the Veil: Prices and Values in the Jagged Cliffs ... 44 
  Table 6—4: Mounts ................................................................ 45 
  Table 7—1: Tools .................................................................... 47 
  Table 7—2: Graft Success ...................................................... 48 
  Behind the Veil: Alternate Graft Success ............................ 49 
  Table 7—3: Massive Damage Effects ................................... 49 
  Table 7—4: Standard Graft Locations ................................. 49 
  Behind the Veil: Life-Shaped Items versus Magic Items .. 50 
  Table 7—5: Life-shaped Creature Bodies ........................... 59 
  Behind the Veil: Intelligent Life-Shaped Creatures ........... 60 
  Table 7—6: Manipulator Damage ........................................ 61 
  Mutated Item Common Mutations ..................................... 65 
  The Bvanen Racial Class ....................................................... 87 
  Random Starting Ages .......................................................... 87 
  Aging Effects .......................................................................... 87 
  Random Height and Weight ................................................ 88 
  Behind the Veil: Producers and Rhul-thaun Society ......... 95 
  Behind the Veil: Northern Rhul-thaun ............................. 103 
  Table 8—1: Monsters Ranked by Challenge Rating ........ 116 
  Behind the Veil: Undead Life-shaped Items .................... 117 
  Table 9-1: Random Encounters on Mir-Sath .................... 120 
  Table 9–2: Random Encounters in the Caves ................... 125 
  Table 10—1: Jagged Cliffs Encounters .............................. 130 
  
  136 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Dark Sun Campaign Setting 3.5/Life Shaping Handbook.pdf