Warrior 1
Medium Outsider (Native)
Hit Dice: 3d8+12 (25HP)
Initiative: +8
Speed: 30’ (6 squares)
Armor Class: 20 (+4 Dex, +2 leather, +4 natural); touch 14; flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Longbow +7 ranged (1d8+3/×3) or Slam +6 melee (1d6+3)
Full Attack: Longbow +7/+2 ranged (1d8+3/×3) or 2 Slams +6 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Outsider traits, Spell-Like Abilities
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 16 (+3), Dex 18 (+4), Con 19 (+4), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
Skills: Diplomacy +11, Listen +11, Move Silently +10, Sense Motive +14, Spot +15, Tumble +10
Feats: Awareness, Improved Initiative, Weapon Focus (Longbow)
Environment: any (Najmah)
Organization: solitary, squad (2-4), company (11-20 plus 2 3rd-level sergeants & 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, & 3 7th-level captains)
Challenge Rating: 4
Treasure: standard
Alignment: any non-Evil
Advancement: by character class
Level Adjustment: +1
Combat
Houris may be pleasant & mild-mannered, but conflict is not utterly foreign to them. They have learned to defend themselves from the predations of demons, devils, tieflings, & the like, so they are adept at fighting back & protecting one another. They will often fight in pairs or small teams, covering each other with bow shots & mutual healing spells. In close quarters, a houri will usually switch to their slam attacks, as will Houris who are forced to fight alone.
Spell-Like Abilities
- At Will: detect magic, light
- 3/Day: cure light wounds (DC14), see invisibility
- 1/Day: create food & water
- Caster level 5th. The save DCs are Wisdom-based.
Outsider traits: All creatures with the Outsider type possess the following traits:
- Darkvision out to 60’.
- An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
- Proficient with all simple & martial weapons & any weapons mentioned in its entry.
- Outsiders not indicated as wearing armor are not proficient with armor or shields.
- Native outsiders breathe, eat, & sleep.
Houri Lore
Characters that have ranks in Knowledge (The Planes) can learn more about houris. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC13: “In the world of the Afterlife, a soul can be ascended into a more perfect body.” A character making this check recalls all outsider traits.
- DC18: “A person who has been deemed worthy is reborn into a creature known as a houri, which has many magical talents.” A character making this check knows the workings of a houri’s spell-like abilities.
- DC23: “They are serene & pleasant beings, able to live in a higher state of existence than most other mortal races.” A character making this check remembers where to find the nearest houri settlement.
- DC28: “Houris may be peaceful & placid, but they are more than capable of defending themselves if such a need should arise.” A character making this check is familiar with houri behavior & customs.
Abilities & Racial Features
Houri characters possess the following racial traits:
- Strength +4, Dexterity +4, Constitution +4, Intelligence +4, Wisdom +4, Charisma +4.
- Outsider (Native): Houris are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
- Medium Size: As Medium creatures, houris have no special bonuses or penalties due to their size.
- Racial Hit Dice: A houri begins with 3 levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, & base saving throw bonuses of Fortitude +3, Reflex +3, & Will +3.
- Racial Skills: A houri’s outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Diplomacy, Listen, Move Silently, Sense Motive, Spot, & Tumble. Houris have a +4 racial bonus on any 3 skills of their choice.
- Racial Feats: A houri’s outsider levels give it 3 feats, including 1 bonus feat.
- Houri base land speed is 30 feet.
- Darkvision out to 60 feet.
- Natural Weapon (Ex): Slam (1d6 + Str); bludgeoning damage.
- Spell-Like Abilities
- At Will: detect magic, light
- 3/Day: cure light wounds (DC14), see invisibility
- 1/Day: create food & water
- Caster level 5th. The save DCs are Wisdom-based.
- +4 natural armor bonus.
- Automatic Languages: Houri. Bonus Languages: Common & Archaic.
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
- Level Adjustment: +1.