TEXT:  
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  AMAZING ANCESTRIES: THE ENTOBIAN 
  (2
  ND EDITION REMARKABLE RACES) 
  A New Player Character Race for use with the 2nd Edition Pathfinder® Roleplaying Game 
   
  !
  Author 
  Emily Ember Kubisz 
   
  Interior Illustrators 
  Dean Spencer 
  Mary Dearden 
  Eugene Jaworski 
   
  Cover Artist 
  Dean Spencer 
    
   
   
   
  Editors 
  Steven O'Neal 
  Paul Klein 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Jean & Magnus Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  ALP-AA2E6 
  ENTOBIAN, REMARKABLE RACES, AMAZING ANCESTRIES © 2009-2019 Alluria Publishing. All rights reserved. 
   
  Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to 
  learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo 
  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter. 
  Pathfinder Second Edition Bestiary © 2019, Paizo Inc. 
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder to 
  learn more about Pathfinder. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
   
  
   
   
   
   
   
   
   
   
   
   
  Entobians are a small species of insect 
  people that spend most of their lives as 
  bipedal larvae, looking somewhat like an 
  upright walking insect larva. They come 
  in all colors and varieties, literally and 
  figuratively. Perhaps the strangest trait 
  of these already unusual creatures is how 
  human they actually seem under their 
  buggy visages. Despite their incredibly 
  alien anatomy, they are prone to familiar 
  dispositions, friendly demeanors, and 
  values common to mankind.  
  In addition, entobians are attracted to 
  all walks of life.  They harbor no favorite 
  class or profession, instead going where 
  their desires take them. Many entobians 
  are hedonistic, wanting to get the most 
  out of lifeÊs pleasures.  Others thirst for 
  high adventure, wanting a taste of every 
  new experience. Most are a combination 
  of the two. With experience comes 
  opportunity. Higher level entobians can 
  undergo a metamorphosis that will change 
  their appearance and abilities forever. 
  The origin of the entobians is speculated 
  to be the result of environmental 
  contamination from an arcane waste 
  produced by a particularly reclusive race 
  of insectoid creatures that live in deep 
  underground hives. Of what little is known 
  of this race, there is much evidence that 
  they are experimenting on creatures by 
  implanting their own biological components, 
  creating deadly insect hybrids. A byproduct 
  of this partially alchemical process is a 
  purplish goo that is disposed of in great 
  quantity into an underground river. This 
  river eventually leads to the surface and 
  into a fertile valley. There, insect life 
  absorbed the waste and became 
  fundamentally altered, all producing tens of 
  thousands of offspring which became the 
  first larvites. According to elvesÊ memory 
  of the event, the first larvites were only 
  about one-foot tall. 
   
   
  
   
   
   
   
   
   
   
  ENTOBIAN 
  Much like their insect brethren, entobians are drawn to the light. All entobians begin life with a thirst 
  for adventure. They want to experience new things, see new landscapes, and climb to new horizons. 
  Many entobians will purposefully creep into the darkest of dwellings and most dangerous of locales in 
  search of the diamond in the rough. Many entobians feel a sense of duty to carry on the race, and thus 
  obtain enough world experience in order to master the meditations required for metamorphosis. 
  ______________________________________________           ______________________________________________ 
  Entobians share many personality qualities with 
  humans; they are creative, passionate, inventive, and 
  they have a sense of humor. 
  Despite their 
  appearance, their likable 
  and relaxed 
  demeanor can be quite 
  charming.  
  If you want to play a 
  character that loves 
  adventure, seeks out danger, 
  has a huge potential for 
  change, and is a basically an 
  overgrown insect, then the 
  entobian is right for you. 
   
  YOU MIGHT… 
   
  Have a strange bond with 
  insects. 
   
  Strive to better yourself in order 
  to secure a future for your 
  species. 
   
  Rush into danger where others fear to 
  tread. 
   
  OTHERS PROBABLY… 
   
  Might be a little put 
  off at first, equating 
  insects with filth or disease. 
   
  May have trouble seeing you  as more 
  than an overgrown bug. 
   
  Will often warm up to you once they realize 
  your motivations  and personality is very 
  similar to their own, despite your physical 
  differences.  
   
  PHYSICAL DESCRIPTION 
       Perhaps the oddest looking of available 
  ancestries, primary form entobians, collectively 
  known as “larvites” (which can be confusing, as this 
  also refers to the most common entobian heritage) can 
  be likened to vaguely upright walking insect larva 
  with thin and elongated limbs. All entobians have six 
  limbs; two arms and legs like most other humanoids, 
  and a pair of mid-legs. Their arms end in three digit 
  hands and their legs end in two clawed toes. An 
  entobian’s mid-legs can aid in attack, balance, 
  movement, and object manipulation, though these 
  appendages vary slightly in form 
  and function based on heritage.  
  While these limbs are sheathed 
  in rubbery chitin, the larvite’s 
  body is often fleshy and 
  covered in coarse hair. 
               
  The 
  limbs and 
  eyes of a larvite 
  are almost universally darker 
  than the body, while their body 
  color, hair color and hair 
  distribution varies greatly from 
  individual to individual. Body and hair 
  color is usually bright and unnatural, 
  sometimes even fluorescent in hue. 
  Hair distribution can be sparse, 
  thick, or varied in density; 
  sometimes creating wild 
  looking “hair styles.” Patterns of 
  stripes and spots are also quite 
  common. Any color or combination 
  is possible.  
   
  SOCIETY 
       Primary form entobians are sexually immature, and 
  most remain in this state their entire lives. 
  Reproduction happens with only the most experienced 
  entobians who decide to undergo metamorphosis (by 
  taking an imago feat at higher levels). Until then, the 
  larvite is effectively genderless, though most are 
  considered male because of their deep and resonating 
  voices.  
  
   
   
   
   
   
         
   
   
   
   
  Hit Points 
  8 
   
  Size 
  Medium 
   
  Speed 
  30 feet 
   
  Ability Boosts 
  Dexterity 
  Charisma 
  Free 
   
  Ability Flaw 
  Wisdom 
   
  Languages 
  Common 
  Additional languages equal 
  to your Intelligence modifier 
  (if it’s positive). Choose from 
  Dwarven, Elvish, Gnomish, 
  Goblin, Orcish, and any other 
  languages to which you have 
  access (such as the languages 
  prevalent in your region). 
   
  Traits 
  Entobian 
  Humanoid 
   
   
   
  Entobians hatch from a clutch of roughly 200 marble-sized eggs of various 
  colors. They grow from Diminutive grubs to Small-sized primary-form children 
  in about 6 weeks, eating practically constantly during this time. Most entobians 
  are omnivorous; they eat anything. By restricting their diet, and through intense 
  meditation and exercise, they can choose when and what they metamorphosis 
  into, provided they have endured enough trials and tribulations beforehand.  
  Entobian children generally reach emotional and social maturity in about 14 
  years. Entobians live about a decade longer than humans on average. While most 
  entobians never gain the ability to lay eggs—only the higher level entobians 
  can—when they do, they can have thousands of children in their lifetime. 
   
  ALIGNMENT & RELIGION 
       Entobians are often chaotic, and value their individual freedom over the 
  laws of society. Luckily they are also quite peaceful in their pursuit of personal 
  gain and seldom stoop to darker means. Therefore entobians are usually 
  chaotic good. However, any alignment of entobian has been encountered, and 
  this is even more evident in those that choose metamorphosis. Entobians have 
  no deities of their own, but will often worship gods of freedom, nature, or 
  pleasure. While not well suited to a life of piety, a few clerics and paladin 
  entobians do exist. These rare individuals almost always choose 
  metamorphosis as a way to further their spiritual journey. 
   
  NAMES  
  Entobians like multisyllabic names often with “R” and “Z” sounds. 
     Examples: Drister, Drytun, Haldozan, Malora, Miraopay, Morgnaz, 
  Rulequaz, Telruz, Tiizay, Vanuuz, Verduzi, Vesterbaz, Zimberbim. 
   
  ENTOBIAN HERITAGES 
  Entobians are an amalgamation of many different insect species. While this 
  becomes much more evident after metamorphosis, entobian variance is also 
  evident in their primary forms. Choose one of the following entobian 
  heritages at 1st level. 
   
  CATERPILLITE ENTOBIAN 
  Caterpillites are a forest-dwelling off-shoot of the larvite heritage. As such, they 
  share much of the same physiology. However, caterpillites are covered in long, 
  bristly hair that comes in a huge variety of bright colors and patterns. In addition, 
  their midlegs are shorter and end in rudimentary grasping claws that aid in 
  climbing.  You gain a Climb Speed equal to half your normal Speed. In addition, 
  your hairs are slightly poisonous, inflicting intense but temporary pain.  
  Whenever a creature succeeds at an unarmed or natural attack against you, that 
  creature must succeed at a Fortitude save or gain Enfeebled 1 for 1d4 rounds. The 
  DC for this save is equal to your class DC and the effect is not cumulative. 
   
  INSTARITE ENTOBIAN 
  Instarites originated in an isolated entobian community from a secluded 
  mountain valley. Instead of the typical primary forms, instarites start out looking 
  much like their imago forms, though wingless and smaller. Each molt, which 
  often happens upon reaching a new level, they get closer to their imago forms. At 
  1st level, you must take the Metamorphosis feat as your chosen ancestry feat. 
  Also at 1st level, choose an Imago feat. Gain the physical appearance of the imago 
  form from that feat, as well as its vision-based abilities (if any). At 2nd level, gain 
  the spike attack as if you had taken an Imago feat. At 4th level, you officially 
  grow to Medium size. At 7th level (if you haven’t yet qualified for your imago 
  feat at 5th level), you gain the imago’s spell-like ability, usable only once per day.      
  When you qualify for your chosen imago feat, you gain it for free as a bonus  
                         ancestry feat. 
  
   
   
   
   
   
   
   
  LARVITE ENTOBIAN 
  Larvites are the most common heritage of primary 
  entobians. A larvite’s mid-legs aid in attack, balance, 
  movement, and object manipulation, though these 
  appendages end only in very sharp points.  While these 
  limbs are sheathed in rubbery chitin, the larvite’s body is 
  fleshy and sparsely covered in coarse hair. Larvites have 
  silk glands on their lower abdomen that appear as a small 
  pouch-like protrusion.  You gain a spike unarmed attack 
  that deals 1d6 piercing damage. This attack is in the 
  brawling group and has the finesse and unarmed traits. In 
  addition, a larvite can use silk glands in its abdomen to 
  create a 30-foot length of silk rope. The larvite may do this 
  a number of times per day equal to one half its level, 
  minimum 1. The rope decomposes after 24 hours. 
   
  NYMPHITE ENTOBIAN 
  Nymphites are aquatic entobians and look similar to 
  larvites, although are said to have a fiercer countenance. 
  In addition, a nymphite’s mid-legs are reminiscent of the 
  hind legs of a water beetle; flattened and vaguely 
  feathery. These appendages aid with swimming and 
  balance underwater. You gain a swim Speed equal to 
  half your Speed and the amphibious trait. An 
  amphibious creature can breathe in water and in air. You 
  also gain a jaws unarmed attack that deals 1d4 piercing 
  damage. This attack is in the brawling group and has the 
  finesse and unarmed traits. 
   
  SANGUISITE ENTOBIAN 
  Sanguisites are the rarest heritage, and have a bad 
  reputation for malice and wickedness, likely because 
  they subsist solely on blood. However, they can be of any 
  alignment. They appear as hairless, white-skinned 
  larvites with black limbs and red eyes. Their mouths look 
  like forked beaks. A sanguisite’s midlimbs are covered in 
  small hooks, made for grasping and aid in grappling 
  (granting a +4 circumstance bonus on Athletics checks to 
  Grapple.) You gain a fangs unarmed attack that deals 
  1d6 piercing damage. Fangs is in the brawling group and 
  has the grappling and unarmed traits. In addition, when 
  you score a critical success with this attack, the target 
  takes 1 point of persistent bleed damage as an additional 
  effect. 
   
  ANCESTRY  FEATS                                        
  At 1st level, you gain one ancestry feat, and you gain 
  an additional ancestry feat every 4 levels thereafter (at 
  5th, 9th, 13th, and 17th level). As an entobian, you 
  select from among the following ancestry feats. 
   
   1ST LEVEL 
   
  BITING INSECT                                                      FEAT 1 
  ENTOBIAN 
  You gain a fangs unarmed attack that deals 
  1d8 piercing damage. If you already have a fangs 
  attack, that attack instead benefits from an additional 
  damage die.  
   
  BUZZ BABBLE                                                          FEAT 1 
  ENTOBIAN 
  You hear the sounds of insects as language. You can ask 
  questions of, receive answers from, and use the 
  Diplomacy skill with animals that are insects (the GM 
  determines which animals count as insects). 
   
  GLOWWORM                                                      FEAT 1 
  ENTOBIAN 
  You have special glands that allow you to shed light as 
  a torch from your abdomen as a free action. You can 
  extinguish your light as a free action. 
   
  HIVEMINDED                                                          FEAT 1 
  ENTOBIAN 
  You have adapted to working alongside others, much 
  like insects in a hive. You gain a circumstance bonus to 
  checks to Aid equal to your Charisma modifier. 
   
  POISONOUS                                                             FEAT 1 
  ENTOBIAN 
  You exude a mild contact poison through your pores. 
  Whenever a creature succeeds at an unarmed or natural 
  attack against you, that creature must succeed at a 
  Fortitude save or take 1 persistent poison damage. The 
  DC for this save is equal to your class DC. 
   
  METAMORPHOSIS                                                FEAT 1 
  ENTOBIAN 
  You have begun to prepare your body to transform 
  into its imago form. Through strict diet and exercise, 
  you have triggered an enhanced metabolism that 
  increases your maximum Hit Points by your level 
  until you can take your chosen imago feat. 
   
  SKITTER                                                            FEAT 1 
  ENTOBIAN 
  Trigger An enemy ends a move action adjacent to you. 
  You take advantage of your enemy’s movement to 
  adjust your position. You Step. 
  
   
   
   
   
   
  IMAGO  FEATS                                        
  When you take a feat with the Imago trait, 
  you lose all racial ability boosts, racial 
  ability flaws, and all abilities and 
  qualities from your heritage.  You also 
  lose the benefits of the Metamorphosis 
  feat, which is a requirement for all 
  Imago feats. You are limited to one 
  Imago feat and cannot 
  take another. You grow 
  to Medium size and 
  gain a spike unarmed 
  attack that deals 1d10 
  piercing damage. This 
  attack is in the brawling 
  group and has the deadly, 
  finesse and unarmed traits. 
  Both the Imago feat and the 
  Metamorphosis feat are 
  permanent and cannot be 
  revoked, removed, or 
  replaced. 
   
   
               
  ENTOBIAN    
  ADVENTURERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   5TH  LEVEL 
   
  BUG BITE                                                                                                       FEAT 5 
  ENTOBIAN 
  Prerequisite Fangs attack 
  Frequency a number of times per day equal to your level 
  You envenom your mandibles. If the next Fangs Strike you make before the 
  end of your next turn hits and deals damage, the Strike deals an additional 
  1d6 poison damage. On a critical failure, the poison is wasted as normal. 
   
  COLEOPHITE                                                                                                       FEAT 5 
  ENTOBIAN 
  IMAGO 
  Prerequisite Metamorphosis 
  You metamorphose into a beetle-like entobian. You gain ability boosts in 
  Constitution, Strength and one free ability. You gain an ability flaw in 
  Dexterity. In addition, you gain resistance to piercing and slashing equal to 
  your Constitution modifier (min. 1). Lastly, by using wings hidden under 
  your elytra (shell), you can control your descent when falling. You glide 
  slowly toward the ground, 5 feet down and up to 25 feet forward through the 
  air. As long as you spend at least 1 action gliding each round and have not 
  yet reached the ground, you remain in the air at the end of your turn. 
   
  NEOTENITE                                                                                                         FEAT 5 
  ENTOBIAN 
  Prerequisite Metamorphosis 
  You grow to Medium-size and can no longer take an imago feat. Your natural 
  attacks, if any, gain a +2 status bonus to melee damage. Like the 
  metamorphosis feat, this feat is permanent and cannot be revoked, removed, 
  or replaced. Since this is not technically an imago feat, you do not lose the 
  effects of your heritage or the metamorphosis feat. 
   
  Entobians adventure for many 
  reasons, though there are three 
  reasons that are most common. 
  First, entobians love nothing 
  more in life than creature 
  comforts: food, drink, and 
  song. They will travel far and 
  wide to amass enough wealth 
  to afford a life of luxury and 
  excess. Entobians that seek this 
  existence often live out their 
  entire lives as fat and happy 
  larvae. The second reason for 
  adventure is simply the love of 
  adventure itself. All entobians 
  seem to be instilled with the 
  desire to experience new 
  things, and thrive on the rush 
  of adrenaline in the face of 
  great danger. 
  
   
   
   
   
   
   
   
   
   5TH  LEVEL (CONTINUED) 
   
  MOSCANITE                                                            FEAT 5 
  ENTOBIAN 
  IMAGO 
  Prerequisite Metamorphosis 
  You metamorphose into a fly-like entobian. You gain 
  ability boosts in Constitution, Dexterity and one free 
  ability. You gain an ability flaw in Charisma. You also 
  gain a Fangs unarmed attack that deals 1d10 piercing 
  damage. Fangs is in the brawling group and has the 
  grappling and unarmed traits. In addition, when you 
  score a critical success with this attack, the target takes 
  1d6 persistent bleed damage as an additional effect. 
     Lastly, you can fly up or down 10 feet with a single 
  action, which has the concentrate trait. If you are 
  adjacent to a fixed object or terrain of suitable stability, 
  you can move across the surface by climbing (if the 
  surface is vertical, like a wall) or crawling (if the 
  surface is horizontal, such as a ceiling). You take no 
  damage from falling, regardless of the distance you 
  fall. 
   
  STICKY FEET                                                            FEAT 5 
  ENTOBIAN 
   You stick to walls with a preternatural grip. You gain 
  a climb Speed of 15 feet. If you have the caterpillite 
  heritage, your climb speed is equal to your normal 
  speed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9TH  LEVEL  
   
  EULITE                                                                        FEAT 9 
  ENTOBIAN 
  IMAGO 
  Prerequisite Metamorphosis 
  You metamorphose into a moth-like entobian. You 
  gain ability boosts in Strength, Wisdom and one free 
  ability. You gain an ability flaw in Constitution. You 
  gain darkvision and electricity resistance equal to half 
  your level (minimum 1). In addition, you gain shocking 
  grasp as 1st-level primal innate spells that you can cast 
  once per day. 
     Lastly, you gain a fly Speed equal to your normal 
  Speed. 
   
  EXSANGUINATE                                                    FEAT 9 
  ENTOBIAN 
  Prerequisite a fangs attack that can cause bleed 
  damage 
  Whenever you inflict bleed damage with your fangs 
  unarmed attack, you gain temporary Hit Points equal 
  to half your level for 1 minute. 
  
   
   
   
   
   
  9TH  LEVEL (CONTINUED) 
   
  FARFALITE                                                               FEAT 9 
  ENTOBIAN 
  IMAGO 
  Prerequisite Metamorphosis 
  You metamorphose into a butterfly-like entobian. You 
  gain ability boosts in Dexterity, Intelligence and one 
  free ability. You gain an ability flaw in Constitution. In 
  addition, you gain faerie fire and glitterdust as 2st-level 
  primal innate spells that you can cast once per day 
  each. 
     Lastly, you gain a fly Speed equal to your normal 
  Speed. 
   
  MUSCULOSKELETAL ENHANCEMENT       FEAT 9 
  ENTOBIAN 
  You can bear more weight than your mammalian 
  counterparts. You can carry 3 more Bulk than normal 
  before becoming encumbered. 
      
   
   
  13TH LEVEL 
   
  LIBELLITE                                                              FEAT 13 
  ENTOBIAN 
  IMAGO 
  Prerequisite Metamorphosis 
  You metamorphose into a dragonfly-like entobian. 
  You gain ability boosts in Dexterity, Charisma and one 
  free ability. You gain an ability flaw in Constitution. 
  You become immune to dazzling effects. In addition, 
  you gain color spray as 1st-level occult innate spell that 
  you can cast three times per day. 
     Lastly, you gain a fly Speed equal to twice your 
  normal Speed. 
   
  ROACH-LIKE  RESILIENCE                             FEAT 13 
  ENTOBIAN 
   You gain 16 Hit Points from your ancestry instead of 
  8. In addition, you gain cold, fire, and poison 
  resistance equal to half your level (minimum 1). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  LARVITE ROGUE 
  This hooded entobian is well-equipped with adventuring 
  gear, tools, and pouches. 
   
  LARVITE ROGUE                                      CREATURE  4 
  CG 
  SMALL 
  HUMANOID 
  ENTOBIAN 
  Perception +8  
  Languages Common, Elven, Sylvan  
  Skills Acrobatics +12, Athletics +7, Deception +11, 
  Diplomacy +9, Intimidation +9, Medicine +9, 
  Performance +9, Society +7, Stealth +10, Dungeon Lore 
  +7, Thievery +10  
  Str +1, Dex +4, Con +2, Int +1, Wis +0, Cha +3  
  Items shortbow (20 arrows), 3 knives, studded leather armor  
  AC 21; Fort +9, Ref +13, Will +9  
  HP 54  
  Deny Advantage The larvite rogue isn’t flat-footed to 
  flanking, hidden, or undetected creatures of 4th-level or 
  lower, or creatures of 4th-level or lower using surprise 
  attack.  
  Speed 25 feet  
  Melee  shortsword +12 (agile, versatile S), Damage 1d6+6 
  piercing  
  Melee  spike +9 (finesse, 
  unarmed), Damage 1d6+2 
  piercing  
  Ranged  shortbow +12 
  (deadly 1d10, range 
  increment 60 feet, 
  reload 0), 
  Damage 1d6+2 
  piercing  
  Spin Silk  The 
  larvite rogue 
  may create a 
  30-foot length 
  of silk rope. 
  The larvite 
  may do this a 
  number of 
  times per day 
  equal to one 
  half its level, 
  minimum 1. 
  Sneak Attack 2d6  
   
   
   
   
   
  COLEOPHITE CHAMPION 
  Clad in black armor, this wicked-looking beetle entobian 
  drops in from above. 
   
  COLEOPHITE CHAMPION                  CREATURE  11 
  CG 
  MEDIUM 
  HUMANOID 
  ENTOBIAN 
  Perception +24  
  Languages Common, Sylvan  
  Skills Acrobatics +20, Athletics +19, Intimidation +15, 
  Medicine +19, Nature +18, Religion +20, Survival +22  
  Str +4, Dex +5, Con +4, Int +0, Wis +3, Cha +0  
  Items +1 striking bastard sword, +1 breastplate, +1 striking 
  composite longbow (100 arrows), lesser healing potion  
  AC 29; Fort +20, Ref +23 (successes are instead critical 
  successes), Will +19  
  HP 195; Resistances Piercing 4, Slashing 4 
  Speed 25 feet; Climb 15 feet; Glide (5 feet down, 25 feet 
  forward); ignores the effects of non-magical difficult 
  terrain  
  Melee  bastard sword +21 (magical, two-hand d12), 
  Damage 2d8+8 slashing  
  Melee  spike +21 (deadly, finesse, unarmed), 
  Damage 1d10+8 piercing  
  Ranged  composite longbow +22 
  (deadly 1d10, magical, 
  propulsive, range increment 
  100 feet, reload 0, volley 
  30 feet), Damage 
  2d8+6 piercing  
  Nature’s Edge 
  Enemies are 
  flat-footed to 
  the coleophite 
  champion in 
  areas of natural 
  difficult terrain or in 
  areas of difficult terrain 
  resulting from a snare.  
  Weapon Mastery When the 
  coleophite champion critically 
  hits a creature who attacked the 
  coleophite champion or one of 
  their allies within the last round, 
  the coleophite applies the weapon’s 
  critical specialization effect. 
   
  
   
   
   
   
   
  ENTOBIANS IN YOUR GAME 
  Entobians in this text are presented as a fairly 
  fresh ancestry in the world. They are a new species 
  that sprung from wildlife contaminated with 
  magical residue. This allows them to be placed in 
  virtually any campaign setting with little work. As 
  is, they require almost no adjustment to your 
  world to begin play immediately. One downside 
  to this “newness,” is that they lack tradition, 
  language and history common to other ancestries. 
  This has several ramifications, including less 
  tradition and no cool magic relics tailored 
  especially for this race. However, there are many 
  boons as well. Entobians player characters can be 
  bold pioneers, inventing their own paths, their 
  own history and their own unique traditions. The 
  Game Master also has an opportunity to design 
  new magic items for this race, such as special mid-
  leg sheaths that confer a magic bonus. 
  Entobians are a race that does not gravitate 
  toward each other. They do not form hives, as 
  some other insect races do, and generally have no 
  sense of racial community. In fact, if it was not for 
  an imago’s ability to lay hundreds of viable eggs at 
  one time, entobians might have become extinct 
  long ago. While this provides even more plug and 
  play ability for a game, it also means the entobian 
  race does not benefit from these features as other 
  ancestries do. It may be necessary to set up 
  entobian friendly areas in some regions. 
  Optionally, the Game Master can create a more 
  detailed back story for the entobians. They could 
  easily be an ancient ancestry in their own right. 
  Their unique life cycle would normally keep their 
  population fairly low and unnoticed for many 
  centuries. Another possibility is that entobians 
  originated from another plane or an alternate 
  reality; perhaps even a world entirely populated 
  by insects. Yet another potential back story is that 
  the entobians were once human, cursed to live 
  their lives as insects for acts of excessive greed or 
  an offense to some nefarious power. 
  Whatever the case, the entobian will make a 
  welcome addition to any game as a representative 
  of the insect world, an unusual option for the 
  player who is seeking something different, a 
  challenge for the player who has played 
  everything, or even a fun alternative for those that 
  thrive on change or metamorphosis. 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
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  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009-19,  Alluria  Publishing; Author: Emily E. Kubisz 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Alluria Publishing/PF2 ALP-AA2E6 Alluria Publishing - Amazing Ancestries - The Entobian.pdf