TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9519
  scythian
  mo ns t e r s  o f  Ne o e xo du s :
  
  Heroes of NeoExodus:  
  Brelin Swift
  2
  The Scythians are rarely spoken about. When their name 
  is mentioned, it is whispered, as though one would like to 
  forget the word as soon as it is spoken. Most consider them 
  to be a monster out of Exodus’s past, some believe these 
  creatures never really existed and stories created by others 
  as urban legend. 
  While no one on the surface of Exodus has reported 
  a Scythian in the last five centuries, they are far from 
  forgotten. The Scythians are soldiers of the First Ones. 
  Not as tough as the kroca, nor as stealthy as the sobeka nor 
  as numerous as the exodites, the Scythians were cunning 
  and dangerous opponents. They revel in mayhem and 
  destruction to a level rare even among the First Ones.
  The Scythians are not First Ones themselves, but are 
  often considered to be one of them due to their close 
  associations. The Scythians say that they have been 
  involved in every conflict the First Ones ever engaged in, 
  a fact they proudly proclaim. 
  The Scythians’ mastery over their bones and the bony 
  protrusions that grow from their bodies makes them both 
  unnerving and extremely dangerous. A Scythian is never 
  truly unarmed. 
  HISTORY
  CREATION
  The Scythians were created by a Khaynite named Skyth. 
  Skyth, the Scythians say, received a dream from Khayne 
  himself showing him where he could find a shard of divine 
  bone. This bone was shed by Khayne during one of the 
  endless conflicts before time. 
  Skyth travelled the world until he found the bone shard. 
  He turned the shard into a pick. With the pick, he slew 
  a thousand enemies every day, and as the pick drank the 
  blood of Khayne’s enemies, it grew in power and size.
  One day, the pick gained consciousness. It pushed Skyth 
  to continue his campaign of death and destruction. So 
  powerful did Skyth become that after he had subjugated 
  the world, he traveled to Khayne’s Palace of Blood where 
  he attacked the Lord of Mayhem himself.  With a wave of 
  his hands, Khayne slew Skyth’s followers but could not 
  overcome the general holding the pick.
  Skyth struck the Lord of Mayhem in the right arm. As the 
  blood gushed, the pick drank and grew stronger than ever.
  Skyth then landed a blow to Khayne’s head. The pick 
  drank and learned cunning and deviousness. It learned of 
  its origin.
  At that point, the pick turned on its master. “I am the son 
  of Khayne and as such should not be wielded by a mere 
  mortal like you”, it said.
  As Skyth lay dying, Khayne shattered the pick into a 
  thousand shards. “I gave you to him for a reason and you 
  betrayed me.” Khayne took a piece of the divine bone 
  that soaked in the blood of a thousand battles and placed 
  it on Skyth’s breast, he did the same to each of Skyth’s 
  followers. The divine bones revived the dead, but instead 
  of Khaynites, they had become something new. They 
  became the Scythians, the soldiers borne in the blood of 
  Khayne.
  Khayne then ordered his new children to serve the First 
  Ones as punishment for the pick’s betrayal.
  THE ENDLESS WAR
  When the humans formed the Kaga, thousands of Scythians 
  fell upon the rebelling slaves, intent on teaching them 
  about their betrayals, and forcing them to return to the 
  palace as obedient servants.
  But that did not happen. The reign of the First Ones was at 
  an end and the Scythians were the last ones to know. They 
  cared only for carnage and for years indulged in mayhem. 
  In the end, the First Ones were defeated and the Scythians 
  followed them in defeat to the deepest reaches of the 
  world. Though the Scythians hoped their masters would 
  withdraw, rebuild their forces and return to take over 
  their cities and empire, the First One began to squabble 
  and further destroyed the unity they once enjoyed. The 
  Scythians followed their commanders and fought against 
  each other.
  The Scythians call this period the Endless War because 
  there was never any lasting peace. They consider this 
  period of history to be a Golden Age.
  During this period, the First Ones experimented on the 
  Scythians, to make them tougher, stronger and more 
  powerful. Most of those experiments failed or yielded 
  results that were immediately destroyed by their creators. 
  A few unique specimens are thought to live in isolated 
  parts of the world, among them the dark Scythians with the 
  ability to turn invisible.
  TODAY
  The Scythians are not a unified people; their lot has 
  improved little, for they seek only to revel in the carnage 
  of battle, a role their First Ones overlords have no problem 
  giving them.
  Any major offensive by the First Ones is usually done on 
  the back of the Scythians, who both revel and volunteer 
  for such missions.
  When not fighting, the Scythians live in military tent 
  camps on the outskirts of First Ones cities and enclaves. 
  These enclaves are dirty, poorly planned, and built with 
  whatever materials were handy. Few merchants, even 
  those who regularly travel among the First Ones and their 
  slaves, ever visit Scythian camps, preferring to let the 
  Scythians come to them instead. 
  
  Heroes of NeoExodus:  
  Brelin Swift
  3
  Any non-Scythian entering a camp must be prepared to 
  fight many Scythians intent on proving themselves to 
  their peers. Violence is common and usually lethal when 
  outsiders are concerned. 
  THE SCYTHIANS
  SERVANTS OF THE FIRST ONES
  Scythians believe they were commanded by Khayne 
  himself to serve the First Ones. While the Scythians resent 
  their servitude, their dedication to warfare has kept them 
  high on their master’s list.
  Scythians never fathom the concept of rebelling. 
  Though they have rebelled against other First Ones 
  lords, any major or large-scale uprising is anathema 
  to the Scythians. By following their masters, they are 
  rewarded with the chance of mayhem. By bringing 
  mayhem and destruction, they redeem themselves 
  before Khayne.
  LIES, LIES, LIES
  Like most things dealing with the Khaynites, 
  the origin of the Scythian is complete 
  fabrication. The Khaynites created the 
  Scythians before the wars with the 
  Kaga. For a time, the Scythians were 
  esteemed for their complete lack of 
  morals and dedication to bringing 
  death to the enemies of the First Ones. 
  With the First Ones’ defeat, many blamed the 
  mayhem-obsessed Scythians for the loss. 
  Over the next centuries, the First Ones have used 
  the Scythians in experiments, trying to remedy their 
  flaws. After centuries, the dedication shown by the 
  Scythians has not changed. They have not evolved or 
  changed.
  NEWER, BETTER TOYS
  About a century ago, a secret council of First Ones 
  decided that the Scythians were no longer fit to serve 
  them and were deemed passé. Although Scythians still 
  form the core of the First Ones’ armies – and are 
  likely to remain for the near future – their masters 
  are creating new pawns and servant races that 
  require less attention and that can operate 
  without constant supervision.
  Rather than risk a major rebellion, the First 
  Ones send Scythians on pointless wars, launching 
  suicidal attacks on fortifications, usually facing other 
  Scythians, but sometimes other creatures.
  SCYTHIAN RELIGION
  Although their creation and origins are filled with Khayne 
  and religious significance, the Scythians are not a religious 
  people. Their singular dedication to their martial abilities 
  and carnage is not conducive to the worship of deities.
  While all Scythians worship Khayne, they are effectively 
  atheist. 
  Scythian 
  clerics are unheard of. They 
  
  Heroes of NeoExodus:  
  Brelin Swift
  4
  spend no time in religious services. They have no holidays. 
  They respect little that is sacred or divine. Since they 
  believe they are of divine origin, they see no reason to 
  worship anyone. 
  To push things even further, if they come from part of a 
  god and they are not the dominating power on Exodus, 
  then the gods must not be very powerful. Thus their 
  infamous saying “there are no gods, only us”.
  REPRODUCTION
  Like everything about the Scythian, mating and 
  reproduction is a violent act. When a female becomes 
  fertile – about once every two months, she hunts for a 
  mate. She fights the male in hand to hand combat. If she 
  triumphs, she goes on to find a better mate. 
  If the male triumphs, he implants a shard of his bones 
  under her skin (the exact location is not important). 
  Within a week, a bone shard erupts from the female. To 
  non-Scythian, there is little difference between that bone 
  and other bone razors. The mother hides it among bone 
  piles or trash and moves on. 
  From that shard, 1d6 young Scythians emerge six months 
  later. At birth, Scythians can walk and talk. Within a year, 
  they complete their physical development and reach sexual 
  maturity within three years.  The young fight among 
  themselves all the time, often to the death. The locations 
  where many females hide their shard sometimes turn into 
  Scythian bone swarms (see new monsters). 
  Once the young are born, the whole community raises 
  them. Scythian upbringing is brutal, violent and often 
  deadly. Only the stronger children survive. Parents have 
  no attachment to their children.
  INFAMOUS SCYTHIANS
  A’YA’KWAGH
  Female Scythian, CE, Barbarian 10, Scythian war lord
  A’ya’kwagh became a public figure among the First Ones 
  about ten years ago when she killed twenty Scythians 
  working for a rival Exodite warlord. Since that time, she 
  has gathered around her many Scythians from defeated 
  factions and has been turning them into a veritable army. 
  She sells her services to anyone who can pay and stays 
  until the money is gone.
  BRAK’TOK
  Male Scythian, CN(E), Ranger 8, Scythian hunter
  Brak’Tok is an odd Scythian in that he does not seek to 
  slay everything he encounters. Brak’Tok seeks to destroy 
  the biggest creatures he can find. Only by destroying such 
  creatures can a Scythian prove his worth and power to 
  Khayne and his peers. There is no glory in the slaughter 
  of the weak.
  Brak’Tok is one of the few Scythians to be well-acquainted 
  with the surface world. His expertise and knowledge 
  of the terrain are highly sought by would-be First Ones 
  conquerors seeking to expand to the surface.
  GWAHHH
  Male Dark Scythian, LE, Monk 14, Leader of the Bone 
  Flower Monastery
  From an early age, Gwahhh sought to make sense of the 
  world around him. The carnage and destruction his soul 
  called for was not a mean in itself, they formed the basis of 
  salvation and redemption in the eyes of Khayne. They are 
  to be controlled and mastered like farmers master water to 
  irrigate their fields.
  Gwahhh spent half his youth in quiet contemplation of the 
  glory of carnage and the other half reveling in mayhem. 
  Thus he has grown strong. Using some of the spoils of war, 
  he paid for a monastery to be built, somewhere deep below 
  Exodus. It is said that whoever can complete the journey 
  to his monastery may petition to be a pupil. But the way is 
  long and filled with monsters.
  Gwahhh noticed that his brothers are being decimated in 
  pointless wars, a fact he has kept to himself so far. He has 
  sent loyal, non-Scythian pupils to the cities of the First 
  Ones to gather information. What he has heard back is 
  not encouraging. How he would react if he learned of the 
  First Ones’ decision to rid themselves of the Scythians is 
  a mystery. 
  TA’KA
  Male Scythian, CE, Fighter 5/ Rogue 3/ Assassin 3, Slayer
  Ta’ka is a devious and vile individual. Even his fellow 
  Scythians think there is something wrong with him. He 
  revels in the fear a victim feels when it knows it is about to 
  die. Ta’ka is a contract killer and a good one at that. He has 
  worked for nearly every Exodite lord, at least once. Those 
  he hasn’t worked for yet are on his contract list.
  Unlike most Scythians, Ta’ka enjoys the slaughter but on 
  a more personal level. Killing someone he does not know 
  brings him no pleasure. 
  SCYTHIAN EQUIPMENT
  NEW MATERIAL
  SCYTHIAN BONE WEAPONS
  Scythian bones were drenched in the blood of countless 
  enemies. Even after death, Scythian bone seeks to 
  be fed with blood. Melee weapons made of Scythian 
  bone inflict one additional point of damage to living 
  opponents, but have no effect on non-living ones. Such 
  weapons must be piercing or slashing.
  Scythian bone weapons cost an additional 1,000gp.
  
  Heroes of NeoExodus:  
  Brelin Swift
  5
  SCYTHIAN ALCHEMICAL SUBSTANCES
  Scythian bone dust: The dust of Scythian bones can be 
  used to replace the cost of material spell component. 
  Scythian bone dust only works when casting spells 
  targeted at a Scythian. 
  Each bone razor creates the equivalent of 1sp. A full 
  body yields the Scythian’s Constitution score in gold 
  pieces’ worth. Exodite alchemists seek battlefields 
  where many Scythians have fallen to “harvest” them.
  SCYTHIAN MAGIC ITEMS
  Scythians rarely create magic items. However a few items 
  hold significance or are commonly used by them in their 
  endless quest for battle.
  SHARD OF KHAYNE
  Aura moderate necromancy, strong evil; CL 3rd
  Slot -; Price 10,000 gp; Weight 1 lb.
  DESCRIPTION
  A Shard of Khayne is a piece of bone that is said to 
  have come from Khayne himself, lost in a battle before 
  time. A shard of Khayne functions as 5,000gp worth 
  of Scythian bone dust, except that it is not destroyed 
  when used. Instead, the shard “regenerates” when 
  dipped in fresh blood. It regains 1gp for every HD of 
  creature killed.
  If a Scythian sees such a holy object in the hands of a 
  non-Scythian or non-First One, they go into a rage (as 
  the rage spell) that only ends with their death or when 
  they retrieve the shard. There is no save to resist this 
  effect.
  CONSTRUCTION
  Requirements cannot be crafted 
  USING THE SCYTHIANS
  The Scythians are a force of destruction with few redeeming 
  qualities. They live, breathe and breed only to destroy and 
  kill. Scythians build nothing, they take no prisoners, they 
  are not interested in wealth or material gains, they do not 
  seek fame and power is not a reward for them. This makes 
  them difficult to handle as allies and single minded as 
  enemies.
  ADVENTURE IDEAS
  THE CAMP
  The Scythians have raided a local village and left with an 
  important relic of the Sanguine Covenant. The church is 
  calling for a crusade, but a prester believes that sending a 
  small group of well-armed adventurers has a better chance 
  of retrieving the relic.
  The PCs must travel deep to find the Scythian camp, 
  sneak in and leave before anyone can figure out what has 
  happened.
  THE CHILD
  The PCs come across a young Scythian while on the road. 
  What do the PCs do with him? He is considered a heretic 
  by the church, to be executed at the first occasion. 
  Can the PCs turn this child from the life of carnage and 
  mayhem towards a life of good? Can one overcomes his 
  nature or are we programmed from birth? 
  This adventure will raise many philosophical questions. 
  Great change-of-pace adventure, especially after one has 
  met the Scythians and the carnage they bring.
  DISCOVERY
  This type of campaign has the PCs explore the dark 
  reaches of the world below. There, they encounter the 
  First Ones and their servants, including the Scythians. The 
  PCs would be some of the first people of Exodus to return 
  with news and description of such creatures – if they can 
  get out alive.
  ENEMY OF MY ENEMY
  Scythians are dedicated to their personal search for 
  carnage. However, at some point, they will realize that the 
  First Ones are trying to replace them.
  Such a campaign would start with the Scythians as 
  pure villains launching attack after attack upon isolated 
  locations with limited strategic value. In a second phase, 
  the PCs discover that the Scythians are exterminating 
  themselves in pointless wars. The PCs would then have 
  to prove themselves to Scythian warlords and then bring 
  irrefutable proof of what they say. How do the Scythians 
  react? And more importantly, where do they go from 
  there? They are a people without a history of their own, 
  without culture. 
  Convincing the Scythians to turn on their masters is but 
  half of it. The PCs then have to convince the authorities of 
  the Imperial Alliance to trust or grant land to the Scythians. 
  Many in the Arman Protectorate and the Sanguine Covenant 
  will accuse the PCs of heresy for the Covenant declares all 
  First Ones and their servants as heretics.
  THE EXPERIMENTS
  The Khaynites in particular enjoy experimenting on the 
  Scythians, trying to find some way to improve them. 
  Barbed Scythians may be one of the more successful 
  breed, but what about those Scythian infused with the 
  essence of the Endless Abyss and the Primordial Chaos? 
  In such a campaign, the PCs would face constantly 
  evolving breeds of Scythians. 
  
  Heroes of NeoExodus:  
  Brelin Swift
  6
  THE SEEKER
  A PCs or an NPC close to the PCs seeks to find 
  enlightenment at the Bone Flower Monastery. To reach the 
  monastery, one has to face countless challenges and peril 
  before reaching the monastery. 
  BUILDING SCYTHIANS
  Scythians are not recommended as player characters. They 
  are clearly designed to serve as opponents. 
  SCYTHIANS
  Violent and combative, the Scythians are dedicated to 
  battle and spreading violence and destruction. They are 
  part of every First One army and live only for combat.
  Though they seek to engage in mayhem, they are not 
  mindless killers. They are cunning and devious warriors 
  who spend all their time preparing and thinking about 
  the next battle. Thus all Scythians are bred and trained 
  from birth to serve as soldiers. As such, an extremely 
  small percentile of all Scythians takes up a non-martial 
  profession.
  Personality: Scythians are considered dull and boring by 
  their First One. They are completely dedicated to their 
  pursuit of warfare and come across as fanatic.
  Physical Description: Scythians are tall, but svelte. Their 
  skin colors and hair tones are the same as human. They are 
  most notable for having bony protrusions on their limbs 
  and faces. They have an odd, unique swinging movement 
  as they walk. 
  Relations: The Scythians have served the First Ones as 
  far as they can remember. Their only tie with other races is 
  based on fighting them. They are almost universally hated. 
  Scythian Lands: The Scythians have no land of their own. 
  They are generally encountered in and around First Ones 
  enclaves. 
  Alignment and Religion: Scythians are universally evil, 
  though most are either lawful or neutral. Scythians are 
  rarely of neutral alignment. The Scythians believe they 
  SCYTHIAN RACIAL TRAITS
  +2 Constitution, +2 Dexterity, -2 Charisma: Scythians are quick and resilient, but socially inept. 
  Medium: Scythians are Medium creatures and have no bonuses or penalties due to their size. 
  Normal Speed: Scythians have a base speed of 30 feet.
  Bone Razor (Ex): As a swift action a Scythian can create a sharp bone weapon from the many bony protrusions 
  covering the Scythian’s body. Once drawn, a bone razor is not attached or connected to the Scythian’s body (so 
  it can de disarmed). A bone razor is the equivalent of a short sword in all game terms. A Scythian may keep the 
  bone razor for a maximum number of rounds equaling to 3 + his class level. Once this time has elapsed, the bone 
  razor deteriorates to dust or may be merged back into the Scythian’s body that created it (without ill effect). This 
  ability can be used at-will. A bone razor can be disarmed and sundered with a hardness of 6 and a number of 
  hit points equal to the creator’s Constitution bonus. If attacked by a bone razor it created, the Scythian suffers 
  no damage and the bone razor merges back into their body, effectively destroying the weapon. Scythians are 
  proficient with any weapon created through the bone razor ability.
  Darkvision: Scythians can see in the dark up to 60 feet.
  Dedicated to violence: Scythians get +1 racial bonus to attack rolls with melee weapons. Scythians who use 
  ranged weapons on a regular basis are ridiculed by their peers.
  Favored Class: Scythians may not take a spell casting class as their favored class. If the class gains spells (no 
  matter when) it cannot be chosen. This includes paladins and rangers, but not rogues.
  Hard to intimidate: The DC to Intimidate a Scythian is increased by 2.
  Languages: Scythians begin play speaking Common and Scythian.
  Reckless: Scythians get a +2 racial bonus on Will saves against fear effects.
  SCYTHIAN, DARK
  Dark Scythians were created in the First Ones’ alchemical lab. The resulting experiments made the Scythian less 
  dedicated to violence and mayhem, but more pliable and subservient. However, they gained the ability to turn invisible 
  for short periods of time. 
  Their name comes from dark purple or blue tones of their skins. Dark Scythians are extremely rare and live on the 
  edge of Scythian society. Their ability to turn invisible is seen as cowardly by other Scythians.
  Dark Scythians replace “Dedicated to Violence”, “Hard to Intimidate” and “Reckless” racial features with the 
  following.
  Natural Invisibility (Sp): Once per day for a number of rounds equal to their character level. This functions 
  exactly as the invisibility spell.
  
  Heroes of NeoExodus:  
  Brelin Swift
  7
  were drawn from Khayne’s bones and almost universally 
  worship Khayne.
  Names: Male and female Scythians are known by their 
  war cry. A Scythian’s war cry and name do not change 
  throughout his life.
  Sample names: Gur’Tak, Kyaah, Tokey’ah
  SCYTHIAN FEATS
  Scythian racial feats revolve around enhancing their bone 
  razor ability or manipulate their bones in different ways. 
  Most Scythian train, expand and refine this ability to create 
  deadlier and more useful weapons and items. 
  Except where specified other the scythians are affected 
  normally by any of the feats below.
  BONE BLADE (COMBAT)
  You learned to create larger bone razors.
  Prerequisites: Scythian, Bone Razor feature. 
  Benefits: By spending a move action, a Scythian can 
  create a larger blade. This blade functions exactly like 
  a longsword. It has twice the amount of hit points of 
  a bone razor (Con x 2). The creator is automatically 
  proficient with the weapon.
  BONE BLADE, GREATER (COMBAT)
  Prerequisite: Scythian, Bone Blade 
  Benefits: When using the Bone Blade feat, you can 
  create a bastard sword. It has four times the amount 
  of hit points of a bone razor (Con x 4). The creator is 
  automatically proficient with the weapon.
  BONE CALTROPS 
  You have the ability to fire sharp bony shards out of 
  your hands that act like caltrops.
  Prerequisites: Scythian, Bone Blade 
  Benefit: By spending a full round action, you may 
  cover a number of adjacent squares equal to your 
  Constitution bonus with bone caltrops. These squares 
  must be adjacent to you.
  They function like normal caltrops except that if you 
  step on a square with the caltrops, you re-absorb them 
  into your body. 
  BONE KNUCKLES
  Your mental discipline allows you to extract bone 
  razors at the precise time.
  Prerequisites: Improved Unarmed Strike, Bone Razor 
  feature
  Benefit: You count all your unarmed strike damage as 
  though you were one size category larger. If you are 
  a monk, increase the damage dice by one category 
  (d6-> d8, d8->d10, d10->d12), the number of dice is 
  unaffected. A 20th level Scythian monk would roll 2d10 
  for damage instead of 2d8.
  BONE RAZOR, IMPROVED (COMBAT)
  Your bone razors are incredibly well-balanced.
  Prerequisites: Scythian 
  Benefit: Your bone razors are all considered to be of 
  masterwork quality.
  BONE SPIKES (COMBAT)
  You can project spikes at a distance.
  Prerequisite: Bone Blade 
  Benefits: You can project spikes from your body in small 
  bursts. This functions exactly like a hand crossbow. 
  BONE TOOLS 
  You have mastered the art of creating extremely precise 
  tools using your bones.
  Prerequisites: Scythian 
  Benefit: For you, the right tool is always at hand. By 
  spending two minutes, you can create a bone razor 
  that can be used as a work tool. As such you never take 
  penalties using Craft or Disable Device checks for not 
  having appropriate tools. 
  BONE TOOLS, GREATER
  The tools you make are extremely precise.
  Prerequisites: Scythian, Bone Tools
  Benefit: The tools you create are of masterwork quality, 
  but take five minutes to make. 
  DISJOINTED SKELETON
  You have learned to manipulate your skeleton to move 
  through openings that would not allow someone of 
  your size.
  Prerequisites: Scythian, 1 rank in Escape Artist
  Benefit: As a full-round action, you can distort your 
  body to pass through small opening. You are not 
  considered squeezed if a Small-sized creature would 
  not be squeezed.
  FACIAL CONTORTIONS
  You can rearrange your facial features.
  Prerequisites: Scythian, 1 rank in Disguise
  Benefit: Once per day, you can rearrange your features 
  as the disguise self using your level as the caster level.
  INTIMIDATING MASK 
  Your bone spurs jut out of your face, giving you a 
  frightening appearance.
  Prerequisites: Scythian, 1 rank in Intimidate 
  Benefit: As a swift action, you can use your Constitution 
  modifier instead of your Charisma modifier for 
  Intimidate checks. However, you take a penalty to 
  Diplomacy check of the same value.
  NATURAL INVISIBILITY, EXTRA
  You can call upon your invisibility power more often.
  Prerequisites: Scythian, Natural Invisibility.
  Benefit: You gain two extra uses of your natural 
  invisibility per day.
  
  Heroes of NeoExodus:  
  Brelin Swift
  8
  Special: You may take this feat more than once.
  NATURAL INVISIBILITY, GREATER
  Your invisibility is more powerful than others.
  Prerequisites: Scythian, Improved Natural Invisibility, 
  character level 10.
  Benefit: For a number of rounds equal to your character 
  level, your invisibility counts as a greater invisibility 
  spell. Use of this feat costs one use of the natural ability.
  NATURAL INVISIBILITY, IMPROVED
  You can remain invisible longer than most.
  Prerequisites: Scythian, Natural Invisibility feature.
  Benefit: The duration of your natural invisibility is 
  measure in minutes, instead of rounds.
  REINFORCED BONES 
  Your bones are particularly strong and protect you from 
  blows.
  Prerequisites: Scythian, Base Attack Bonus +5, Great 
  Fortitude 
  Benefit: You gain DR 1/piercing by strengthening your 
  Bones. You are also immune to nonlethal attack caused 
  by whips.
  REINFORCED BONES, IMPROVED
  Your bones grow larger, allowing you to shrug off 
  simple blows.
  Prerequisites: Scythian, Base Attack Bonus +10, 
  Reinforced Bones 
  Benefit: Your DR increases to 3/piercing. 
  SAMPLE SCYTHIANS
  SCYTHIAN BONE FLOWER
  The Bone Flowers are trained at a secret monastery 
  somewhere deep below the surface of Exodus. They serve 
  the First Ones, but their loyalty is to their grandmaster, 
  Gwahhh.
  SCYTHIAN BONE FLOWER INITIATE - CR 4
  XP 1,200 
  Male or female Scythian Monk 5
  LE Medium humanoid
  Init +6; Senses darkvision 60ft, Perception +9
  DEFENSE
  AC 19, touch 18, flat-footed 14 (+1 armor, +2 class, +4 
  Dex, +1 dodge, +1 Wis); ACP +0
  hp 38 (4d10+20)
  Fort +7, Ref +7, Will +5 (+7 vs. enchantment)
  Defensive abilities evasion, still mind; Immune disease
  OFFENSE
  Speed 40 ft. 
  Melee unarmed strike +10 (1d10+1) or flurry of blows 
  +8/+8 (1d10+1) or bone razor +8 (1d6+1 / 19-20)
  Special Attacks ki pool (3), stunning fist (5/day, DC13)
  STATISTICS
  Str 13, Dex 18, Con 16, Int 8, Wis 10, Cha 8
  Base Atk +3; CMB +4; CMD 21
  Feats Bone Knuckles*, Deflect Arrows, Dodge, Improved 
  Bone Razor*, Weapon Finesse
  Skills Acrobatics +12, Perception +9, Stealth +12
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless, slow fall (20ft)
  Combat Gear two potions of cure light wounds; Other 
  gear bracers of armor +1, NPC gear
  SCYTHIAN SOLDIERS
  Scythian soldiers are the most common types of the 
  Scythian encountered by the outside world.
  SCYTHIAN SOLDIER - CR 1/2
  XP 200
  Male or female Scythian Warrior 2
  LE Medium humanoid
  Init +2; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 
  shield); ACP -2
  hp 15 (2d10+4)
  Fort +5, Ref +2, Will +0
  OFFENSE
  Speed 30 ft. 
  Melee bone blade +2 (1d6+2 / 19-20)
  STATISTICS
  Str 11, Dex 15, Con 14, Int 9, Wis 10, Cha 6
  Base Atk +2; CMB +2; CMD 14
  Feats Bone Blade*
  Skills Intimidate +3
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless
  Other gear leather armor, heavy wooden shield, NPC 
  gear
  SCYTHIAN SERGEANT - CR 3
  XP 1,600 
  Male or female Scythian Fighter 4
  LE Medium humanoid
  Init +6; Senses darkvision 60ft, Perception +0
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield); ACP -1
  hp 34 (4d10+16)
  Fort +8, Ref +3, Will +1 (+4 vs. fear)
  OFFENSE
  Speed 30 ft. 
  Melee bone blade +8 (1d8+2 / 19-20)
  Special Attacks cleave, power attack (-2 atk, +4 dmg)
  
  Heroes of NeoExodus:  
  Brelin Swift
  9
  STATISTICS
  Str 15, Dex 15, Con 16, Int 8, Wis 10, Cha 10
  Base Atk +4; CMB +6; CMD 18
  Feats Bone Blade*, Cleave, Improved Initiative, Power 
  Attack, Weapon Focus (bone razor)
  Skills Survival +6
  SQ armor training, bone razor, bravery, dedicated to 
  violence, hard to intimidate, reckless
  Combat Gear potion of cure light wounds, potion of 
  enlarge; Other gear mwk chain shirt, mwk heavy 
  wooden shield, NPC gear
  SCYTHIAN CAPTAIN - CR 9
  XP 2,400 
  Male or female Scythian Fighter 10
  LE Medium humanoid
  Init +8; Senses darkvision 60ft, Perception +1
  DEFENSE
  AC 25, touch 14, flat-footed 20 (+7 armor, +4 Dex, +3 
  shield); ACP -1
  hp 105 (10d10+40)
  Fort +11, Ref +7, Will +4 (+7 vs. fear)
  DR 3/-
  OFFENSE
  Speed 30 ft. 
  Melee +1 flaming longsword +14/+9 (1d8+7/ 17-20 plus 
  1d6 fire) or bone blade (longsword) +14/+9 (1d8+6 / 
  17-20)
  Special Attacks cleave, power attack (-3 atk, +6 dmg)
  STATISTICS
  Str 14 Dex 18, Con 16, Int 10, Wis 12, Cha 6
  Base Atk +10; CMB +14; CMD 26
  Feats Agile Maneuvers, Bone Blade*, Cleave, Improved 
  Bone Razor*, Improved Critical (longsword), Improved 
  Initiative, Improved Reinforced Bones*, Power Attack, 
  Reinforced Bones*, Weapon Focus (longsword), 
  Weapon Specialization (longsword)
  Skills Intimidate +11, Profession (soldier) +14
  SQ armor training, bone razor, bravery, dedicated to 
  violence, hard to intimidate, reckless, weapon mastery 
  (heavy blades +2, light blades +1)
  Combat Gear potion of cure moderate wounds, potion of 
  fly; Other gear +1 breastplate, +1 heavy wooden shield, 
  cloak of resistance +1, NPC gear
  SCYTHIAN COMMANDER - CR 10
  XP 2,400 
  Male or female advanced Scythian Fighter 10
  LE Medium humanoid
  Init +10; Senses darkvision 60ft, Perception +3
  DEFENSE
  AC 29, touch 16, flat-footed 22 (+7 armor, +6 Dex, +2 
  natural, +3 shield); ACP -1
  hp 125 (10d10+60)
  Fort +13, Ref +9, Will +6 (+9 vs. fear)
  DR 3/-
  OFFENSE
  Speed 30 ft. 
  Melee +1 flaming longsword +16/+11 (1d8+9/ 17-20 
  plus 1d6 fire) or bone blade (longsword) +16/+11 
  (1d8+8 / 17-20)
  Special Attacks cleave, power attack (-3 atk, +6 dmg)
  STATISTICS
  Str 18 Dex 22, Con 20, Int 14, Wis 16, Cha 10
  Base Atk +10; CMB +16; CMD 30
  Feats Agile Maneuvers, Bone Blade*, Cleave, Improved 
  Bone Razor*, Improved Critical (longsword), Improved 
  Initiative, Improved Reinforced Bones*, Power Attack, 
  Reinforced Bones*, Weapon Focus (longsword), 
  Weapon Specialization (longsword)
  Skills Intimidate +13, Profession (soldier) +16
  SQ armor training, bone razor, bravery, dedicated to 
  violence, hard to intimidate, reckless, weapon mastery 
  (heavy blades +2, light blades +1)
  Combat Gear potion of cure moderate wounds, potion of 
  fly; Other gear +1 breastplate, +1 heavy wooden shield, 
  cloak of resistance +1, NPC gear
  SCYTHIAN MONSTERS
  BARBED SCYTHIAN (CR +1)
  The result of horrific cross-breeding program between 
  Scythians and barbed devils, barbed Scythians are a 
  relatively new breed of Scythian encountered on the 
  battlefield. The First Ones consider Barbed Scythians to 
  be trustworthy and they form the close retinue of many 
  powerful First Ones.
  Rebuild: Alignment must be lawful; Defensive 
  Abilities: gains DR 5/good; Attacks gains 2 claw attack 
  (2d8+Strength); Ability Scores +2 Strength, +2 Dex, +2 
  Con; Special Abilities gains the barbed defense special 
  ability. The CR of the base Scythian is increased by one.
  Barbed Defense (Su) A creature that strikes a barbed 
  Scythian with a melee weapon, an unarmed strike, or 
  a natural weapon takes 1d6 plus Dexterity modifier 
  points of piercing damage from the half-devil’s barbs. 
  Melee weapons with reach do not endanger a user in 
  this way. A successful Reflex save DC 10 + half hit dice + 
  Dexterity modifier reduces the damage by half.
  BARBED SCYTHIAN MONK - CR 5
  XP 1,200 
  Male or female half-devil Scythian Monk 5
  LE Medium outsider (native)
  Init +6; Senses darkvision 60ft, Perception +9
  DEFENSE
  AC 20, touch 19, flat-footed 15 (+1 armor, +2 class, +5 
  Dex, +1 dodge, +1 Wis); ACP +0
  
  Heroes of NeoExodus:  
  Brelin Swift
  10
  hp 42 (4d10+24)
  Fort +8, Ref +9, Will +4 (+6 vs. enchantment)
  Defensive abilities barbed defense, evasion, still mind; 
  DR 5/good; Immune disease
  OFFENSE
  Speed 40 ft. 
  Melee unarmed strike +11 (1d10+2) or flurry of blows 
  +9/+9 (1d10+2) or bone razor +9 (1d6+2 / 19-20) or  
  2 claws +8 (2d8+2)
  Special Attacks ki pool (3), stunning fist (5/day, DC13)
  STATISTICS
  Str 15, Dex 20, Con 18, Int 8, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 23
  Feats Bone Knuckles*, Deflect Arrows, Dodge, Improved 
  Bone Razor*, Weapon Finesse
  Skills Acrobatics +13, Perception +9, Stealth +13
  SQ bone razor, dedicated to violence, hard to intimidate, 
  reckless, slow fall (20ft)
  Combat Gear two potions of cure light wounds; Other 
  gear bracers of armor +1, NPC gear
  SPECIAL ABILITIES
  Barbed Defense (Su) A creature that strikes a half-devil 
  Scythian with a melee weapon, an unarmed strike, or a 
  natural weapon takes 1d6+5 points of piercing damage 
  from the half-devil’s barbs. Melee weapons with reach 
  do not endanger a user in this way. A successful Reflex 
  save DC 17 reduces the damage by half.
  GOLEM, SCYTHIAN BONE
  This large humanoid creature appears to be made of sharp, 
  spiked bones that crack and grind as it moves
  SCYTHIAN BONE GOLEM - CR 6
  XP 2,400 
  N Large construct 
  Init +3; Senses darkvision 60ft, low-light vision; 
  Perception +0
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 
  size)
  hp 66 (8d8+30)
  Fort +2, Ref +5, Will +2
  DR 5/adamantine; Immune magic
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee 2 slams +10 (2d6+5)
  Ranged 1d6 spikes +8 (1d8+5)
  Special Attacks Shards of Khayne
  STATISTICS
  Str 19, Dex 17, Con -, Int -, Wis 11, Cha 1
  Base Atk +6; CMB +12; CMD 25
  SQ death throes, Scythian bone
  SPECIAL ABILITIES
  DeathThroes (Ex) When killed, a Scythian bone golem 
  explodes in a 20ft radius burst that deals 8d6 points 
  of piercing damage to every non-Scythian in the area 
  (Reflex DC 14 half). The save is Constitution-based.
  Immunity to magic (Ex) A Scythian bone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below.
  A magical attack that deals sonic damage slows a 
  Scythian bone golem (as the slow spell) for 2d6 rounds 
  (no save).
  A magical attack that deals acid damage breaks any 
  slow effect and heals 1 point of damage for every 
  three points of damage it would otherwise deal. If the 
  amount of healing would cause the golem to exceed its 
  full normal hit points, it gains any excess as temporary 
  hit points. A flesh golem gets no saving throw against 
  attacks that deals acid damage (it automatically fails).
  Scythian bone (Ex) Living Scythians are immune to all 
  damage inflicted by a Scythian bone golem.
  Shards of Khayne (Su) A creature that strikes a Scythian 
  bone golem with a melee weapon, an unarmed strike, 
  or a natural weapon takes 1d8+5 points of piercing 
  damage from the devil’s barbs. Melee weapons with 
  reach do not endanger a user in this way. The damage 
  is equal to the golem’s spike damage.
  Spikes (Ex) A Scythian bone golem can launch a volley 
  of 1d6 bone shards to a range of 80 feet with no range 
  increment. All targets must be within 30 feet of each 
  other, but the golem may decide to fire all spikes at the 
  same target. The golem may use this ability up to five 
  times in any 24-hour period.
  Created by the Khaynites, Scythian blood golems are 
  large monstrosities that wade into melee alongside the 
  Scythians. Scythians consider it an honor to be harvested 
  after death to create the golems.
  CONSTRUCTION
  A Scythian bone golem must be constructed from the 
  bones of at least twenty dead Scythians. 
  SCYTHIAN BONE GOLEM
  CL 8th; Price 19,000gp
  CONSTRUCTION
  Requirements Craft Construct, acid arrow, animate 
  dead, geas/quest, limited wish, creator must be 8th 
  level; Skill Craft (bone working) or Heal DC13; Cost 
  9,500gp
  
  Heroes of NeoExodus:  
  Brelin Swift
  11
  HALF-SCYTHIAN (CR +1)
  Half-Scythian is a template that can be applied to any 
  intelligent humanoid creature. 
  Half-Scythian are the result of Khaynite experiment 
  upon living beings to provide a variety of additional 
  creatures to supplement their armies.
  Rebuild: Ability Scores +2 Dex, +2 Con; Language 
  speaks Scythian; Special Abilities gains the Bone Razor 
  special ability.
  Bone Razor (Su) This ability is like a Scythian’s bone 
  razor, except that it starts as a dagger instead of a short 
  sword.
  HALF-SCYTHIAN HILL GIANT - CR 8
  XP 4,800
  CE Large humanoid (giant)
  Init -1; Senses low-light vision, Perception +6
  DEFENSE
  AC 22, touch 9, flat-footed 22 (+4 armor, +9 natural, -1 
  size)
  hp 95 (10d8+50)
  Fort +12, Ref +3, Will +3
  Defensive abilities rock catching
  OFFENSE
  Speed 40 ft.; (30ft in armor)
  Melee greatclub +14/+9 (2d8+10) or bone razor +13/+9 
  (1d6+7 / 19-20) or two slams +13 (1d8+7) 
  Ranged rock +7 (1d8+10)
  Space 10ft; Reach 10ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 25, Dex 10, Con 21, Int 6, Wis 10, Cha 7
  Base Atk +7; CMB 15; CMD 25
  Feats Cleave, Intimidating Prowess, Martial Weapon 
  Proficiency (greatclub), Power Attack, Weapon Focus 
  (greatclub)
  Skills Climb +10, Intimidate +12, Perception +6
  Languages Giant, Scythian
  ECOLOGY
  Environment: temperate hills
  Organization: solitary, gang (2–5), band (6–8), or 
  raiding party (9–12 plus 1d4 dire wolves).
  SCYTHIAN BONE SWARM
  Thousands of tiny bone shards roll on top of each other 
  with a malevolent sound. 
  SCYTHIAN BONE SWARM - CR 8
  XP 600
  CE Diminutive aberration (swarm)
  Init +2; Senses blind sense 20ft., low-light vision, 
  Perception +15
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 99 (22d8)
  Fort +7, Ref +9, Will +15
  Defensive abilities swarm traits; Immune weapon 
  damage
  OFFENSE
  Speed 20 ft.; climb 20ft. 
  Melee swarm (4d6)
  Special Attacks distraction (DC22), wounding
  STATISTICS
  Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
  Base Atk +16; CMB -; CMD -
  Skills Perception +18 Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits
  ECOLOGY
  Environment: any underground
  Organization: solitary, pair or bone yard (3-10)
  SPECIAL ABILITIES
  Wounding (Ex) Any living creature damaged by a 
  Scythian bone swarm continues to bleed, losing 2 hit 
  point per round thereafter. Multiple wounds do not 
  result in cumulative bleeding loss. The bleeding can be 
  stopped by a DC 10 Heal check or the application of a 
  cure spell or some other healing magic.
  Scythian bone swarms are formed when Scythians females 
  hide their reproductive shards. Even at this early stage of 
  life, the Scythian’s urge to do battle pushes the unborn 
  shards to animate into a swarm of blood-hungry, highly 
  aggressive shards.
  Many females actively seek out locations known for their 
  bone swarms as they believe the young ones born from 
  bone swarms are more aggressive and powerful.
  SCYTHIAN CEMETERY
  The creature resembles a large collection of random bones 
  that takes a vaguely humanoid shape. As it moves, the 
  bones grind against each other in an eerie fashion. It is 
  sometimes called a “bone elemental”.
  SCYTHIAN CEMETERY - CR 12
  XP 19,200
  CE Huge undead
  Init +6; Senses darkvision 60ft., low-light vision, 
  Perception +19
  DEFENSE
  AC 28, touch 9, flat-footed 25 (+2 Dex, +1 dodge, +17 
  natural, -2 size)
  hp 161 (17d8+85); fast healing 10
  Fort +5, Ref +9, Will +12
  
  Heroes of NeoExodus:  
  Brelin Swift
  12
  Defensive abilities cold, undead traits; DR 10/ 
  bludgeoning; Immune weapon damage; SR 24;
  OFFENSE
  Speed 30 ft.; climb 30ft.; swim 20ft
  Melee 4 claws +21 (3d6+10 / 19-20 plus wounding)
  Special Attacks rend (2 claws, 3d6+15)
  Space 15ft; Reach 15ft;
  Spell-Like Ability (CL 12th)
  3/day – Quickened summon skeletons
  At Will – summon skeletons
  STATISTICS
  Str 31, Dex 14, Con -, Int 4, Wis 14, Cha 18
  Base Atk +12; CMB +24 (+28 grapple); CMD 36
  Feats Combat Reflexes, Dodge, Improved Critical 
  (claw), Improved Initiative, Improved Natural Attack 
  (claw), Lightning Reflexes, Quicken Spell-like Ability 
  (summon skeleton), Step Up, Toughness
  Skills Perception +19, Stealth +11
  SQ swarm traits
  ECOLOGY
  Environment: any underground
  Organization: solitary or pair
  SPECIAL ABILITIES
  Summon Skeletons (Sp) A Scythian cemetery may 
  summon forth from itself 1d6 Scythian skeletons or 
  2d6 human skeletons. These remain for one hour at 
  which point they are re-absorbed into the main body 
  of the creature. The cemetery is immune to any damage 
  caused by its summoned skeletons.
  Wounding (Ex) Any living creature damaged by a 
  Scythian cemetary continues to bleed, losing 1 hit 
  point per round thereafter. Multiple wounds do result in 
  cumulative bleeding loss. The bleeding can be stopped 
  by a DC 15 Heal check or the application of a cure spell 
  or some other healing magic.
  Scythian cemeteries sometimes form in areas where many 
  Scythians have died (such as the site of a battle where 
  extensive necromantic magic was used). They roam 
  about, seeking to feed its hunger for bones. Powerful 
  necromancers have – on occasion – managed to make a 
  deal with a cemetery. But such alliance is always short-
  lived because Scythian cemeteries are unreliable at best.
  SKELETON, SCYTHIAN
  Scythian bones are sharp but constantly break and reform 
  themselves. Scythian skeletons are commonly found in 
  ancient First One tombs serving as eternal guardians.
  Skeletons created with Scythian bones are all burning 
  exploding skeletons, except they inflict piercing damage 
  instead of fire. Their immunity to fire is replaced by 
  immunity to piercing weapons.
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  widowmaker 
  scarlet
  Ene mie s  o f  Ne o Exo du s :
  THE WORLD OF EXODUS NEEDS HEROES...
  
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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 
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  Monsters of NeoExodus: Sythians Copyright 2011, Louis Porter Jr. Design, 
  Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By JP Chapleau with Louis Porter Jr.
  Editing By Linda Weygant
  Artwork by Eduardo Bromhbley
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