Warrior 1
Medium Humanoid (Aquatic)
Hit Dice: 1d8+3 (7HP)
Initiative: +3
Speed: 20’ (4 squares), Swim 50’ (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Punching Dagger +3 melee (1d4+2/×3) or Halberd +3 melee (1d10+2/×3)
Full Attack: Punching Dagger +3 melee (1d4+2/×3) or Halberd +3 melee (1d10+2/×3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aquatic traits, Cold Resistance 5, Dehydration, Humanoid traits, Low-Light Vision, Partially-Amphibious, Skills
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 14 (+2), Dex 17 (+3), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 10 (+0)
Skills: Hide -1*, Ride +6, Swim +11
Feats: Toughness
Environment: warm aquatic (Siraaj)
Organization: company (2-4), patrol (9-16 plus 2 3rd-level lieutenants, 1 leader of 3rd-6th level, & 2 medium sharks), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, & 5 medium sharks)
Challenge Rating: 1
Treasure: standard
Alignment: usually Neutral
Advancement: by character class
Level Adjustment: +1
Combat
Pahari are agreeable, civilized folk, & so they are not given to battle needlessly. However, many predators stalk the ocean waters, & so the arts of war are not foreign to them. They will defend themselves & others of their kind with vigor & spirit. They usually rely on their speed & swimming prowess to command the battlefield, often using hit-&-run tactics to sap an opponent’s strength. The spellcasters among them employ their magic in a fight with glee, whereas the rest of the pahari use bladed weapons, such as knives & polearms.
Aquatic traits: All creatures with the Aquatic subtype possess the following traits:
- Swim speeds & thus can move in water without making Swim checks.
- Can breathe underwater, & are immune to drowning (but not suffocation).
Dehydration (Ex): A pahari has a -4 racial penalty on Constitution checks to avoid thirst effects (non-lethal damage & fatigue). A pahari can only go without water for 12 hours plus a number of hours equal to its Constitution bonus (if any) before it must make a Constitution check.
Humanoid traits: All creatures with the Humanoid type possess the following traits:
- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
- Humanoids breathe, eat, & sleep.
Partially-Amphibious (Ex): A pahari can only breathe air for so long before its gills are exhausted. It can be above water for a number of hours equal to 24 plus its Constitution modifier. Neither magical healing nor partial immersion are effecting in restoring its gills to full function; only complete immersion in either freshwater or seawater for 1 full hour will restore the pahari’s gills.
Skills: A pahari has a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened. They also have a -4 racial penalty to Hide checks, but only when they are out of the water, due to their bright teal skin & clumsy land movements.
Pahari Lore
Characters that have ranks in Knowledge (Local) can learn more about paharis. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC11: “Under the sea, there lives a strange race of fish-people.” A character making this check recalls all aquatic humanoid traits.
- DC16: “The curious beings, known individually & collectively as pahari, are most adept in the water, although they have been known to come ashore.” A character making this check knows the workings of the Partially-Amphibious ability, & knows about their swimming Skill bonuses.
- DC21: “Despite their relative weakness on land & their dependence on the sea, they often travel to coastal lands to learn more of life among the air-breathers.” A character making this check remembers the mechanics of Dehydration & Low-Light Vision.
- DC26: “Ardent practitioners of the arcane arts, each pahari seems to know a little bit about magic.” A character making this check is familiar with the nearest pahari settlement & how to contact them.
Abilities & Racial Features
Pahari characters possess the following racial traits:
- Dexterity +4, Constitution +2.
- Humanoid (Aquatic): Pahari are subject to spells or effects that affect humanoids only, such as charm person or dominate person. They have swim speeds & thus can move in water without making Swim checks, can breathe underwater, & are immune to drowning (but not suffocation).
- Medium Size: As Medium creatures, pahari have no special bonuses or penalties due to their size.
- A pahari’s base land speed is 20 feet.
- A pahari’s base swim speed is 50 feet.
- Low-light vision.
- Cold Resistance (Ex): A pahari is resistant to all damage from cold (including non-magical forms of cold damage); they ignore the first 5 points of cold damage each round.
- Dehydration (Ex): A pahari has a -4 racial penalty on Constitution checks to avoid thirst effects (non-lethal damage & fatigue). A pahari can only go without water for 12 hours plus a number of hours equal to its Constitution bonus (if any) before it must make a Constitution check.
- Partially-Amphibious (Ex): A pahari can only breathe air for so long before its gills are exhausted. It can be above water for a number of hours equal to 24 plus its Constitution modifier. Neither magical healing nor partial immersion are effecting in restoring its gills to full function; only complete immersion in either freshwater or seawater for 1 full hour will restore the pahari’s gills.
- Skills: A pahari has a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened. They also have a -4 racial penalty to Hide checks, but only when they are out of the water, due to their bright teal skin & clumsy land movements.
- +2 natural armor bonus.
- Automatic Languages: Pahrai (Pahari). Bonus Languages: Common & Borean.
- Favored Class: Sorcerer.
- Level Adjustment: +1.