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  REMARKABLE RACES: THE ENTOBIAN 
  PATHWAY TO ADVENTURE EDITION 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game 
      
  !
  Author 
   J. Matthew Kubisz 
   
  Interior Illustrators  
  Dean Spencer 
  Eugene Jaworski 
   
  Cover Artist 
  Dean Spencer 
   
   
   
   
  Editors 
  Stephanie D. Kubisz 
  Paul Klein 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  Title Page and Credits 
  ALP-RRP03: 
  ENTOBIAN & REMARKABLE RACES © 2009 Alluria Publishing. All rights reserved. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
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  license. 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  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 RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  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 Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. 
   
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  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
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  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
  
   
   
   
   
   
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  Entobians are a small race of insect people that 
  spend most of their lives as bipedal larvae, looking 
  somewhat like an upright walking caterpillar. 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 
  life’s 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. 
   PHYSICAL DESCRIPTION:    Perhaps the oddest 
  looking of available PC classes, larval entobians, also 
  known as “larvites,” can be likened to vaguely upright 
  walking caterpillars 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 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 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. Larvites 
  have silk glands on their lower abdomen that appear as 
  a small pouch-like protrusion. 
   
   
   
           
   
      
    
   
   
  Entobian Character Race 
  Artwork: Dean Spencer 
  
   
   
   
   
   
   
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  ECOLOGY & SOCIETY: Larvites 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 a metamorphosis feat at 
  higher levels). Until then, the larvite is effectively 
  genderless, though most are considered male because 
  of their deep and resonating voices.  
  Larvites hatch from a clutch of roughly 200 
  marble-sized eggs of various colors. They grow from 
  Diminutive caterpillars to Small-sized larvite children 
  in about 6 weeks, eating practically constantly during 
  this time. Larvites are omnivorous; they eat anything. 
  By restricting their diet, and through intense 
  meditation, they can choose when and what they 
  metamorphosis into, provided they have endured 
  enough trials and tribulations beforehand.  Larvite 
  children, identical to larvite adults in appearance, 
  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 highest level 
  entobians can—when they do, they can have 
  thousands of children in their lifetime.  
  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 elves’ 
  memory of the event, the first larvites were only about 
  one-foot tall. 
  RELATIONS TO CORE RACES: 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. They are 
  excellent conversationalists, having strong and rich 
  voices that give many the feeling that they are wise 
  and intelligent. They enjoy conversing and interacting 
  with all friendly races, and are often quick to lend a 
  helping hand. They forge strong and loyal friendships, 
  and feel nearly all emotions that humans do, with a 
  few exceptions. Their nonjudgmental nature allows 
  them to get along with any of the core races that also 
  maintain an open mind. 
  Ironically, their apparently familiar 
  personalities cause their differences to seem even 
  starker when others become aware of them. The most 
  evident of which is that entobians have no sense of 
  romance or romantic love; even those that are sexually 
  mature view the process as a required duty rather 
  than a pleasurable interaction. They also don’t see the 
  need to interact with others of their own kind, unless 
  it’s a matter of reproduction. Aside from their colossal 
  nurseries, there are no entobian cities or communities; 
  entobians have no distinct cultures or languages.  
  They often find each other to be dreadfully boring.  
  RELATIONS TO REMARKABLE RACES:  
  Entobians are far less likely to judge races based on 
  appearance than most other races. Therefore they will 
  often be seen in the company of a motley sort. Their 
  motivations drive them towards other races for 
  various reasons, usually involving conversation, 
  entertainment, or business. The philosophical xax and 
  the depressing obitu are perfect candidates for a 
  lengthy conversation. The gifted muse and the 
  passionate kval will provide endless wonderment to 
  an enotobian. Numistians know that entobians make 
  loyal customers, who, once pleased, will never fail to 
  return. 
  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. 
  ADVENTURERS: 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 larvites. The second reason for adventure is 
  simply the love of adventure itself. All entobians seem 
  to be instilled with the desire to experience new 
  Entobian Character Race 
  
   
   
   
   
   
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  things, and thrive on the rush of adrenaline in the face 
  of great danger.  
  Lastly, some 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. Some combination of the three is 
  often encountered, as well as strictly personal reasons 
  common to other races; revenge, greed, honor and 
  glory. 
  NAMES: Drister, Drytun, Haldozan, Malowa, 
  Miraopay, Morgnan, Pulequay, Telduuk, Tiibay, 
  Vanuuz, Verduzi, Vesterban, Zimberbim 
   
  ENTOBIAN RACIAL TRAITS 
     +2 Dexterity, +2 Charisma, -2 Wisdom:  Larvites  
        have uncanny reflexes and can charm even the  
        most callous of souls. Unfortunately, they often  
        lack common sense, and are prone to foolishness  
        and addiction. These traits change after  
        metamorphosis    
     Small:  Entobians are Small creatures and gain a +1  
        size bonus to their AC, a +1 size bonus on attack  
        rolls, a -1 penalty to their CMB and CMD, and a +4  
        size bonus on Stealth checks. 
     Fast Speed: Because of their extra limbs and  
        insectoid muscles, entobians are fast for their  
        size, and have a base speed of 30 feet. 
     Familiar Foe: Entobians receive a +1 bonus on attack  
       rolls against creatures of the vermin type due an  
       intimate understanding of the anatomy of such  
       creatures. 
     Insect Mind: Entobians gain a +2 racial saving throw  
        bonus against enchantment (charm) spells and  
        effects. 
     Natural Weapons: Entobians possess two slashing  
       natural weapon attacks with their mid-legs that   
       inflict 1d4 points  of  damage (�2 critical)  on a  hit.   
       These are primary attacks, or secondary attacks if  
       the entobian wields a manufactured weapon. 
     Skilled: Larvites have a +2 racial bonus to  
       Acrobatics and Climb skill checks. These skill  
       bonuses are lost after metamorphosis. 
     Spin Silk: A larvite can use silk glands 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 it’s character level, minimum 1. The rope  
       decomposes and  is destroyed after 24 hours.  
       Entobians loose this ability after metamorphosis. 
     Languages: Entobians begin play speaking common.   
        Entobians with high intelligence scores can choose  
        any of these bonus languages: Draconic, Dwarven,  
        Giant, Elven, Halfling, Gnome, Orc or Sylvan. 
     
   ENTOBIAN VITAL STATISTICS 
     
   RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Bard, 
  Fighter, 
  Paladin, 
  Ranger 
  Cleric, 
  Druid, 
  Monk, 
  Wizard 
  14 years 
  +1d4 
  +1d6 
  +2d6 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  45 years 
  65 years 
  75 years 
  75  + 3d20 years 
   
   RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base 
  Height 
  Base 
  Weight 
  Modifier 
  Weight 
  Multiplier 
  Entobian 
  2’6” 
  25 lbs. 
  1d12 
  �1 lb. 
  Matron* 
  or Lifer* 
  4’ 5” 
  95 lbs 
  1d12 
  �5 lbs. 
  *Described in the feat section 
   
  TACTICAL SPEED 
  Race 
  No Armor or 
  Light Armor 
  Medium or 
  Heavy Armor 
  Entobian 
  30 ft. 
  20 ft. 
   
   
   
  Artwork: Dean Spencer 
  Entobian Character Race 
  Coleophite Entobian 
  
   
   
   
   
   
   
  6 
  RACIAL FEATS                                        . 
  The following feats are available to an entobian 
  character who meets the prerequisites. 
   
  Metamorphosis Feats  
            Entobian larvites may choose from several 
  metamorphosis feats. They are not required to take 
  any of these feats and may remain a larvite for their 
  entire lives. Metamorphosis is a planned event. For 
  one, the larvite must take the Prepare for 
  Metamorphosis feat at some point beforehand. 
  Immediately preceding the event, the larvite prepares 
  and consumes a large feast roughly equal to their body 
  weight. The ingredients of the feast vary according to 
  what metamorphosis feat the entobian is taking; rare 
  herbs for coleophites, exotic fruits for farfalites, 
  uncommon grains for eulites, and meat from 
  dangerous beasts for moscanites. After consumption, 
  the larvite then enters a state of intense meditation for 
  8 hours. This meditation culminates in the spinning of 
  a cocoon. In this pupa state, the entobian is completely 
  helpless and unconscious for roughly 7 days. The 
  newly emerged and transformed entobian is 
  considered disabled for 24 hours. The transformation 
  is both physical and psychological. Immediately after 
  metamorphosis, the etobian permanently loses the silk 
  spin  and skilled racial traits. The original racial ability 
  modifiers (+2 Dexterity, +2 Charisma, -2 Wisdom) 
  vanish and are replaced by new racial ability 
  modifiers. Retroactively adjust statistics such as hit 
  points, and so on to match the new ability scores. Any 
  feats for which you no longer meet the requirements 
  can be replaced with those that do. Metamorphosis 
  feats, other than the Matron feat assign a male gender 
  to the entobian, while the Matron feat denotes a 
  female gender. The new form bares a very small 
  resemblance to the old form. Metamorphosis feats can 
  only be taken by a larvite (thus only one, once, ever). 
  Metamorphosis is irreversible and permanent. After 
  metamorphosis, the character no longer qualifies as a 
  larvite for the purposes of feat prerequisites. Please see 
  individual feats for more details. 
   
  BIG SPINNER 
  You can spin more silk rope than others of your kin, 
  and retain some of this ability after metamorphosis. 
  Prerequisite: Larvite. 
  Benefit:  You may use your create silk ability 
  an aditional two times per day, and create a 50-foot 
  length of rope with each use. After metamorphis, you 
  partially retain the silk spin ability, and are able to 
  create 20 foot silk ropes, twice per day. 
   
  COLEOPHITE (METAMORPHOSIS) 
  You metamorphose into a beetle-like entobian. 
  Prerequisites: Larvite, Prepare for 
  Metamorphosis, Character level 7. 
  Benefit:  You gain the following racial traits: 
   
  ENTOBIAN (COLEOPHITE)  RACIAL TRAITS 
     +2 Constitution, +2 Strength, -2 Dexterity:   
       Coleophites are strong and tough, but their thick  
       exoskeletons make it difficult to move deftly. 
     Chitinous Defense:  When fighting defensively as a  
       full-round action, a coleophite gains DR (X)/piercing,  
        where (X) is equal to the coleophite’s Constitution  
       modifier. This is in addition to the other benefits for  
       fighting defensively. 
     Natural Armor:  Coleophites have a +2 racial bonus  
       to natural armor.    
     Flying: A coleophite can use the wings underneath  
       its sheathed carapace to fly for a number of minutes  
       per day equal to its character level, with a speed of  
       25 feet and poor maneuverability. This duration  
       does not need to be consecutive, but it must be used  
       in 1 minute increments. Fly becomes a class skill.  
       Coleophites do not gain their racial natural armor  
       bonus while flying with this ability. 
   
  Entobian Racial Feats 
  Eulite Entobian 
  Artwork: Dean Spencer 
  
   
   
   
   
   
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  EULITE (METAMORPHOSIS) 
  You metamorphose into a moth-like entobian. 
  Prerequisites: Larvite, Prepare for 
  Metamorphosis, Character level 9. 
  Benefit:  You gain the following racial traits: 
   
  ENTOBIAN (EULITE)  RACIAL TRAITS 
     +2 Strength, +2 Wisdom, -2 Constitution:   
       Eulites are eerily strong and uncharacteristically  
       wise, but have relatively fragile frames. 
     Darkvision: Eulites can see in the dark up to 60  
        feet. 
     Innate Resistance: Eulites have electricity resistance 5.  
     Spell-Like Ability:  Eulites can use shocking grasp  
       once per day as a spell-like ability. The caster level  
       for this ability is equal to the eulite’s character level. 
     Flying: A eulite can use its moth-like wings to fly  
       for a number of minutes per day equal to its  
       character level, with a speed of 30 feet and good  
       maneuverability. This duration does not need to be  
       consecutive, but it must be used in 1 minute  
       increments. Fly becomes a class skill for a eulite. 
    
   
  FARFALITE (METAMORPHOSIS) 
  You metamorphose into a butterfly-like entobian. 
  Prerequisites: Larvite, Prepare for  
  Metamorphosis, Character level 8 
  Benefit:  You gain the following racial traits: 
   
  ENTOBIAN (FARFALITE)  RACIAL TRAITS 
     +2 Dexterity, +2 Intelligence, -2 Constitution:   
        Farfalites are very agile and innately intelligent,  
        but have thin and delicate body structure.  
      Spell-Like Ability:  Farfalites can use displacement 
        once per day as a spell-like ability. The caster level  
        for this ability is equal to the farfalite’s character  
        level. 
     Flying: A farfalite can use its butterfly-like wings to  
        fly for a number of minutes per day equal to its  
        character level, with a speed of 40 feet and good  
        maneuverability. This duration does not need to be  
        consecutive, but it must be used in 1 minute  
        increments. Fly becomes a class skill for a farfalite. 
    
  GLOWWORM 
  You glow brightly, whenever you want to. 
  Prerequisite: Larvite. 
                 Benefit: You have special glands 
  that allow you shed light as a torch from your 
  abdomen as a free action. You can extinguish your 
  light as a free action. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LARVITE LIFER 
  You become Medium-sized, and give up your chance 
  for metamorphosis. 
  Prerequisites: Larvite, Character level 6. 
  Benefit: You grow to Medium size. Increase 
  the damage dice for natural attacks using mid-legs to 
  1d6.  This change in size and damage is permanent. 
  Special: Much like metamorphosis, the larvite 
  prepares by eating a huge feast of rare herbs followed 
  by meditation. Eight hours later, you shed your 
  exoskeleton and expand to Medium size. Determine 
  your new height and weight using the “lifer” entry 
  under Entobian Vital Statistics. You do not need to 
  take the Prepare for Metamorphosis feat in order to 
  take this feat. After taking this feat, you no longer 
  qualify as a larvite for the purposes of feat 
  prerequisites. 
   
  MANTIS GRAB 
  You can grapple opponents with your mid-legs. 
  Prerequisites: Entobian, Str 15. 
  Benefit: You can make grapple maneuvers 
  normally by using both of your mid-legs, even with 
  both hands occupied. If you decide to use all four 
  appendages (two arms and both mid-legs), your CMB 
  and CMD for grapple checks use your character level 
  in place of your base attack bonus, with a +2 
  competence bonus. All other rules for grapple 
  maneuvers still apply. 
  Artwork: Dean Spencer 
  Farfalite Entobian 
  Entobian Racial Feats 
  
   
   
   
   
   
   
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  MATRON (METAMORPHOSIS) 
  You metamorphosis into an entobian queen. 
  Prerequisites: Larvite, Prepare for 
  Metamorphosis, Character level 15. 
  Benefit: Choose two different metamorphosis 
  feats to draw from, and you become a physical blend of 
  the two. Choose the best flight speed and 
  maneuverability of both feats. Of the six ability 
  modifiers, choose two positive ability modifiers 
  and one negative ability modifier to apply to your ability 
  scores (you cannot choose any two modifiers that affect 
  the same ability). You also gain either low-light vision or 
  darkvision if either is available through the feats you 
  selected. Then choose two traits from the remaining traits 
  available frem each of your chosen metamorphosis feats, 
  and apply them to your character. In addition, you grow 
  to Medium size, and your midleg damage increases to 
  1d6. Optionally, you may blend larvite statistics (treat as 
  a metamorphosis feat and keep the spin silk racial trait) 
  with one metamorphosis feat. There are 10 possibilities!  
  Form may be patterned somewhat after an insect that 
  looks similar to the blended form. For example, a 
  Farfalite/Moscanite combination looks much like a 
  dragonfly, and the form can have minor physical 
  alterations to appear as such. The Farfalite/Moscanite 
  could have +2 Constitution, +2 Intelligence, -2 Charisma, 
  Fly 40 (good), low-light vision, spell-like ability 
  (displacement) and spell-like ability (acid arrow). 
   
  MOSCANITE (METAMORPHOSIS) 
  You metamorphose into a fly-like entobian. 
  Prerequisites: Larvite, Prepare for 
  Metamorphosis, Character level 7. 
  Benefit:  You gain the following racial traits: 
   
  ENTOBIAN (MOSCANITE)  RACIAL TRAITS 
     +2 Constitution, +2 Dexterity, -2 Charisma:   
       Moscanites are sturdy and fast, but very unpleasant. 
     Senses: Moscanites have low-light vision. 
     Innate Resistance: Moscanites have acid resistance 5.  
     Spell-Like Ability:  Moscanites can use acid arrow  
       once per day as a spell-like ability. The caster level  
       for this ability is equal to the moscanites’s character  
       level. The effect appears as a glob of acid and seems  
       to come from the moscanite’s mouth. 
     Flying: A moscanite can use its fly-like wings to fly  
       for a number of minutes per day equal to its  
       character level, with a speed of 30 feet and average  
       maneuverability. This duration does not need to be  
       consecutive, but it must be used in 1 minute  
       increments. Fly becomes a class skill for a moscanite. 
    
  POISONOUS 
  You exude a mild contact poison through your pores.  
  Prerequisite: Entobian. 
  Benefit: Any creature that makes a successful 
  unarmed  or natural attack against you takes one point 
  of Constitution damage. You can turn this ability on 
  and off as a free action. Entobians are immune to this 
  effect. The damage is cumulative per hit, and wears off 
  all at once, three rounds after the last point of 
  Constitution damage was received. 
   
  PREPARE FOR METAMORPHOSIS 
  You start your journey of transformation.  
  Prerequisite: Larvite. 
  Benefit: You may take a metamorphosis feat as 
  soon as you qualify for one.  
  In addition, until you take a metamorphosis 
  feat, you gain +3 hit points. For  every character level 
  that you possess beyond third, you gain an additional 
  +1 hit point. If you are more than third level, you gain 
  +1 hit points whenever you gain a level. These extra 
  hitpoints are consumed by metamorphosis. 
   
  TWINSPIKE 
  You can combine your mid-legs into one attack.  
  Prerequisites: Entobian, Two-weapon fighting. 
                 Benefit: Combine your two mid-leg natural 
  attacks into one natural attack, effectively increasing 
  the number of dice of your mid-leg natural attack to 2. 
  For example, a larvite attacking with Twinspike would 
  do a base 2d4 points of damage instead of 1d4. 
  Moscanite Entobian 
  Artwork: Dean Spencer 
  Entobian Racial Feats 
  
   
   
   
   
   
  9 
  PRESTIGE CLASS: THE LIGHTSEEKER 
  “Our duty is to find the light in the darkness, even if we 
  have to build the flame ourselves.” 
   
  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. The lightseeker, however, is not satisfied 
  with simply seeing things as they are. A lightseeker 
  will purposefully creep into the darkest of dwellings, 
  most dangerous of locales, and most sinister places in 
  search of the diamond in the rough. 
  Lightseekers are convinced that no matter 
  how dire the situation, something positive might be 
  found. Failing that, they feel it is their duty to set 
  things right. A lightseeker’s deeds epitomize the 
  entobians sense of adventure, as well as their 
  incredible sense of humanity. They live for the thrill of 
  finding the good in every situation, and bringing light 
  out of the darkness. Their talents revolve around keen 
  powers of observation, avoiding surprizing blows, 
  moving with unnatural speed, and neutralizing those 
  who attack from the shadows. 
  Role: Lightseekers are point-men, though not 
  necessarily tanks. They can scan areas for danger 
  much like a rogue and go toe-to-toe with it like a 
  fighter. Though, when the going gets too tough, they 
  can get out of almost any situation. 
  Alignment: Lightseekers are always good. They 
  entobian sense of freedom and individuality usually 
  means that lightseekers are predominately chaotic 
  good. Their lofty focus and perseverance in the face of 
  evil also works well with lawful good alignments. 
  Hit Die: d10. 
   
  REQUIREMENTS 
  To qualify to become a lightseeker, a character must 
  fulfill all of the following criteria. 
   
  Race: Entobian. 
   
  Base Attack Bonus: +6. 
   
  Skills: Perception 2 ranks, Escape Artist 2  
  ranks, Knowledge (dungeoneering) 2 ranks. 
   
  Feats: Dodge, Improved Initiative. 
   
  CLASS SKILLS 
  The lightseeker’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Appraise (Int), Climb 
  (Str), Escape Artist (Dex), Knowledge (dungeoneering) 
  (Int), Perception (Wis), Sense Motive (Wis), and 
  Survival (Wis). 
   
  Skill Ranks at Each Level: 4 + Int modifier. 
    
  CLASS FEATURES 
  All of the following are class features of the lightseeker 
  prestige class. 
   
  Weapon and Armor Proficiency: Lightseekers 
  are proficient with all simple and martial weapons. 
  Lightseekers are proficient with light and medium 
  armor.  
  Darksense (Ex): At first level, when in 
  darkness or low light, the lightseeker gains a +2 bonus 
  to initiative checks and to Perception skill checks. At 
  7th level, these bonuses increase to +4 on each. This 
  bonus stacks with the Improved Initiative feat. 
  Enlighten (Su): At second level, once per day, 
  the lightseeker can imbue one melee weapon with the 
  enlighten power as a swift action by touch. This power 
  grants the weapon a +2 enhancement bonus to hit and 
  damage and causes the weapon to shed light like a 
  torch. The effect lasts up to one round per class level 
  or until the weapon successful strikes a foe, whichever 
  comes first. Upon successful hit, the target takes 
  damage normally and is affected as if he was within 
  the area of effect of a glitterdust spell (The DC for this 
  effect is equal to 11 + the lightseeker class level, and 
  the caster level is equal to the lightseeker’s character 
  level). At 5th level, a lightseeker can do this three times 
  per day, and at 8th level, he can use enlighten five 
  times per day. 
  See the Unseen (Ex): At 2nd level, lightseekers 
  receive a +2 bonus on Perception checks to potentially 
  notice hidden structural features, such as traps and 
  hidden doors. A lightseeker receives a check to notice 
  such features whenever he passes within 10 feet of 
  them, whether or not he is actively looking. 
  Uncanny Dodge (Ex): At 3rd level, a 
  lightseeker cannot be caught flat-footed, even if the 
  attacker is invisible. He still loses his Dexterity bonus 
  to AC if immobilized.  A lightseeker with this ability 
  can still lose his Dexterity bonus to AC if an opponent 
  successfully uses the feint action against him. If a 
  lightseeker already has uncanny dodge from a 
  different class, he automatically gains improved 
  uncanny dodge instead.  
  Precocious Speed (Ex): At 3rd level, the 
  lightseeker’s base land speed increases 5 feet. At 6th 
  and 9th level, the speed increases another 5 feet each 
  time. This adjustment is treated as an enhancement 
  bonus. There is no effect on other modes of movement, 
  such as burrow, climb, fly, or swim. As with any effect 
  that increases speed, this ability does affect jumping 
  distance. 
   
  Prestige Class: The Lightseeker 
  
   
   
   
   
   
   
  10 
   
   
  Bonus Mobility (Ex):  At 4th level, when not 
  encumbered or wearing heavy armor, a lightseeker 
  gains a +2 dodge bonus to AC against attacks of 
  opportunity caused when he moves out of a 
  threatened square. A condition that makes one lose his 
  Dexterity bonus to Armor Class (if any) also makes 
  one lose dodge bonuses. Dodge bonuses stack with 
  each other, unlike most types of bonuses. 
  Blindsense (Ex): At 5th level, the 
  lightseeker gains blindsense with a range of 20 
  feet. Using non-visual senses the lightseeker 
  notices things he cannot see.  He usually 
  does not need to make Perception 
  checks to notice and pinpoint the 
  location of creatures within range of 
  his blindsense ability, provided that 
  he has line of effect to that creature. 
  See Appendix 1 of the Pathfinder 
  Roleplaying Game for more 
  information on the blindsense 
  special ability. 
  Ruins Walker (Ex): At 6th 
  level, the lightseeker may ignore 
  difficult terrain penalties if that 
  terrain is due to ruins, rubble, or 
  other artificial debris. In addition, a 
  lightseeker gains a +4 bonus to his 
  Survival checks to avoid getting 
  lost in ruins or dungeons. 
  Radiant Critical (Su): At 
  10th level, when a lightseeker 
  confirms a critical hit, after 
  dealing damage, the target is 
  also blinded. In addition, the 
  target glows as if he was an 
  object affected by the  
   
  daylight spell. Both the blindness and the daylight effect 
  last 10 rounds and then dissipate. They can also be 
  dispelled before the end of the duration through 
  magical means, such as remove blindness or deeper 
  darkness. If either effect is removed, both are removed. 
   
   
  TABLE: THE LIGHTSEEKER 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
   
  1st 
  +1 
  +0 
  +1 
  +0 
  Darksense +2 
  2nd 
  +2 
  +1 
  +1 
  +1 
  Enlighten (1/day), See the Unseen 
  3rd 
  +3 
  +1 
  +2 
  +1 
  Uncanny Dodge, Precocious Speed (5 feet) 
  4th 
  +4 
  +1 
  +2 
  +1 
  Bonus Mobility 
  5th 
  +5 
  +2 
  +3 
  +2 
  Blindsense, Enlighten (3/day) 
  6th 
  +6 
  +2 
  +3 
  +2 
  Ruins Walker,  Precocious Speed (10 feet) 
  7th 
  +7 
  +2 
  +4 
  +2 
  Darksense +4 
  8th 
  +8 
  +3 
  +4 
  +3 
  Enlighten (5/day) 
  9th 
  +9 
  +3 
  +5 
  +3 
  Precocious Speed (15 feet) 
  10th 
  +10 
  +3 
  +5 
  +3 
  Radiant Critical 
  Prestige Class: The Lightseeker 
  Artwork: Eugene Jaworski 
  
   
   
   
   
   
  11 
   
   
   
  LARVITE 
  Dressed plainly, this brown-haired, green-skinned 
  caterpillar might, at first, seem other-wise unremarkable. 
  This is until one hears him speak. This master storyteller 
  can weave tales of drama and intrigue that can captivate 
  even the most distracted of listeners. 
   
  LARVITE 
  CR 1/2 
   
  XP 200    
  Entobian bard 1 
  NG Small humanoid (entobian) 
  Init +3; Senses Perception +4 
  DEFENSE 
  AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size) 
  hp 7 (1d8+1) 
  Fort -1, Ref +5, Will +2 
  OFFENSE 
  Speed 30 ft. 
  Melee mid-leg slash +1 (1d4/�2) 
  Ranged shortbow +4 (1d4/�3) 
  Special Attacks Bardic Performance (7 rounds/day, DC 13) 
  Bard Spells Prepared(CL 1st)  
       1st—(DC 14) animate rope, hypnotism 
       0—(DC 13) dancing lights, ghost sound, lullaby, prestidigitation 
  STATISTICS 
  Str 10, Dex 16, Con 8, Int 13, Wis 10, Cha 17 
  Base Atk 0; CMB -1, CMD 12 
  Feats Nimble Moves 
  Skills Acrobatics +9, Climb +6, Diplomacy +7, Escape Artist  +7,  
       Perception +4,  Sleight of Hand +7, Stealth +11;  Racial Modifiers  
       +2 Acrobatics,  +2 Climb 
  Languages Common, Elven 
  SQ Spin Silk 
  ECOLOGY 
  Environment any urban 
  Organization solitary,  duo, or quartet (4) 
  Treasure NPC gear (padded armor, shortbow, quiver of 20 arrows,   
       other treasure) 
  SPECIAL ABILITIES 
  Spin Silk (Ex) A larvite can use silk glands its abdomen to create a  
       30-foot length of silk rope. 
   
  COLEOPHITE 
  The beetle-like warrior is armed with a sword and shield. He 
  is protected by both metal armor and a thick carapace. 
  Something in his buggy eyes tells you that he is a seasoned 
  veteran, thoough his body shows no visible battle scars. He 
  is either very good at what he does or he heals quite well. 
   
  COLEOPHITE 
  CR 6 
   
  XP 2,400    
  Male entobian fighter 7 
  LN Small humanoid (entobian) 
  Init +6; Senses Perception +0 
   
  DEFENSE 
  AC 22, touch 12, flat-footed 21 (+7 armor, +2 natural, +1 Dex, +1 size) 
  hp 69 (7d10+14) 
  Fort +7, Ref +4, Will +2 
  Resist  acid 5 
  OFFENSE 
  Speed 30 ft., fly 25 ft (poor) 
  Melee 2 longsword +10/+5  (1d6+4/19-20), twinspiked mid-leg  
       slash  +7,  (2d4+4/ �2) 
  STATISTICS 
  Str 16, Dex 15, Con 15,  Int 12, Wis 10, Cha 8 
  Base Atk +7; CMB +9, CMD 21 
  Feats Coleophite, Defensive Combat Training, Double Slice,  
       Improved Initiative, Prepare for Metamorphosis, Twinspike,  
       Two-weapon Fighting, Weapon Focus (longsword) 
  Skills Acrobatics  +9, Climb +9, Intimidate +9 
  Languages Common, Dwarven 
  SQ Chitinous Defense 
  ECOLOGY 
  Environment any urban 
  Organization solitary 
  Treasure NPC gear (banded mail armor, longsword, light metal  
       shield) 
  SPECIAL ABILITIES 
  Chitinous Defense:  When fighting defensively as a full-round  
        action, a coleophite gains DR 2/piercing, in addition to other  
        benefits for fighting defensively. 
   
   
   
   
  Remarkable Races Bestiary 
  Artwork: Dean Spencer 
  
   
   
   
   
   
   
  12 
  EULITE 
  Nature has a new ally, and he flies at night. This fury of 
  blade and chitin comes in the form of a small grey moth-
  man.  A ranger extraordinaire, he specializes in multi-
  weapon combat.  If you need his services, simply leave a 
  light on, and he will be there. 
   
  EULITE 
  CR 8 
   
  XP 4,800    
  Male entobian ranger 9 
  NG Small humanoid (entobian) 
  Init +3; Senses Darkvision, Perception +14 
  DEFENSE 
  AC 18, touch 14, flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 size) 
  hp 66 (9d10) 
  Fort +6, Ref +10, Will +6 
  Resist  electricity 5 
  OFFENSE 
  Speed 30 ft., fly 30 ft. (good) 
  Melee 2 shortsword +11/+6  (1d4+3/19-20), 2 mid-leg slash +8   
       (1d4+3/�2) 
  Ranged shortbow +13 (1d4/�3) 
  Special Attacks Favored Enemy(Ex) Giants, Plants, & Vermin +2  
       bonus 
  Ranger Spells Prepared(CL 9th)  
       2nd—(DC 14) cure light wounds, summon nature’s ally II 
       1st—(DC 13) entangle, magic fang, summon nature’s ally I 
  Spell-like Abilities (CL 9th)  
       1/day—shocking grasp 
  STATISTICS 
  Str 17, Dex 16, Con 10, Int 8, Wis 15, Cha 10 
  Base Atk +9; CMB +11, CMD 24 
  Feats Eulite, Double Slice, Improved Two-weapon Fighting, Prepare  
        for Metamorphosis, Quick Draw, Two-weapon Defense, Two- 
        weapon Fighting  
  Skills Acrobatics +9,  Climb +12,  Fly +15, Intimidate   +12,  
        Perception +14, Stealth +7, Survival  +9 
  Languages Common, Elven 
  SQ Evasion, Favored Terrain (forest & underground), Track 
  ECOLOGY 
  Environment any urban 
  Organization solitary 
  Treasure NPC gear (studded leather armor, 2 shortswords,  
       shortbow, quiver of 20 arrows,  other treasure) 
   
  FARFALITE 
   Metamorphosis has been kind to this mage; a heightened 
  intellect has led to a greater understanding of arcane arts. 
  Master of flash and fire, this entobian has bright orange 
  wings and clothing to match. 
   
  FARFALITE 
  CR 7 
   
  XP 3,200    
  Male entobian wizard 8 
  CN Small humanoid (entobian) 
  Init +3; Senses Perception +9 
  DEFENSE 
  AC 15, touch 15, flat-footed 11 ( +3 Dex, +1 Dodge, +1 size) 
  hp 42 (8d6+8) 
  Fort +2, Ref +5, Will +7 
  OFFENSE 
  Speed 30 ft., fly 40 ft (good) 
  Ranged crossbow  +8,  (1d6/19-20) 
  Wizard Spells Prepared(CL 8th)  
       4th—(DC 18) fire shield, rainbow pattern, wall of fire 
       3rd—(DC 17) daylight, fireball, flame arrow, lightning bolt      
       2nd—(DC 16) continual flame, flaming sphere, glitterdust, scorching ray 
       1st—(DC 15) burning hands, color spray, magic missile, shocking grasp 
        0—(DC 14) dancing lights, daze, flare, light  
  Spell-like Abilities (CL 8th)  
       1/day—displacement; 7/day—force missile;  
       8 rounds/day—elemental wall 
  STATISTICS 
  Str 8, Dex 16, Con 11,  Int 19, Wis 12, Cha 10 
  Base Atk +4; CMB +2, CMD 16 
  Feats Dodge, Farfalite, Prepare for Metamorphosis, Spell Mastery,  
       Toughness 
  Skills Appraise +10, Bluff +7, Fly +14, Perception +9, Sleight of  
       Hand +4, Spellcraft +15, Stealth +15 
  Languages Common, Draconic, Elven, Sylvan  
  SQ Intense Spells 
  ECOLOGY 
  Environment any urban 
  Organization solitary 
  Treasure NPC gear (crossbow, quiver of 20 bolts,  other treasure) 
   
  MOSCANITE 
  This entobian is not of the cute and cuddly variety; it has 
  metamorphosed into a massive, dagger-wielding fly. This is 
  one insect that can do a lot more than simply bug you. 
   
  MOSCANITE 
  CR 6 
   
  XP 2,400    
  Male entobian rogue 4/fighter 3 
  NE Small humanoid (entobian) 
  Init +7; Senses Low-light vision, Perception +10 
  DEFENSE 
  AC 18, touch 15, flat-footed 18 (+3 armor,  +1 Dodge, +3 Dex, +1 size) 
  hp 58 (4d8+12/3d10+9) 
  Fort +6, Ref +8, Will +1 
  Resist  acid 5 
  OFFENSE 
  Speed 30 ft., fly 30 ft (average) 
  Melee 2 mid-leg slash +10/+5 (1d4/ �2) 
  Ranged 2 dagger +10/+5  (1d3/19-20) 
  Special Attacks Sneak Attack +2d6 
  Spell-like Abilities (CL 7th)  
       1/day—acid arrow 
  STATISTICS 
  Str 11, Dex 17, Con 14,  Int 14, Wis 8, Cha 11 
  Base Atk +6; CMB +5, CMD 19 
  Feats Combat Reflexes, Dodge, Improved Initiative, Moscanite,  
       Prepare for Metamorphosis, Quick Draw, Weapon Finesse  
  Skills Acrobatics  +12, Appraise +12, Bluff +10, Climb +5, Escape  
       Artist +6, Fly +9, Intimidate +4, Perception +10, Sense Motive +3,  
       Stealth +16 
  Languages Common, Halfling, Orc 
  SQ Evasion, Fast Stealth, Uncanny Dodge 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure NPC gear (studded leather armor, 12 daggers) 
   
   
  Remarkable Races Bestiary 
   
  
   
   
   
   
   
  13 
  ENTOBIANS IN YOUR GAME 
  Entobians in this text are presented as a fairly 
  fresh race to the world. They are a new race 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 PC races. This has several ramifications, 
  including no racial heritage 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 
  Gamemaster 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 a female’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 races do. It may be 
  necessary to set up entobian friendly areas in 
  populations of other races. 
  Optionally, the Gamemaster can create a more 
  detailed back story for the entobians. They could 
  easily be an ancient race 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.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  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  RPG  Core  Rulebook.  Copyright  2009,  Paizo  Publishing,  LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.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 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009,  Alluria  Publishing; Author: J. Matthew Kubisz
  Entobian Character Race 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  races. Each book contains all you need to 
  play a character of one new race & more! 
  Races were designed to fit into nearly any 
  campaign. With versatile and non-intrusive 
  back stories, these creatures can be 
  spontaneously added to any setting. Mix 
  and match to suit your world. Best of all, 
  they are only $2.95 a piece! Whether you 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races - Entobian.pdf