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From: <nu...@us...> - 2014-04-27 17:29:18
|
Revision: 23728
http://sourceforge.net/p/pcgen/code/23728
Author: nuance
Date: 2014-04-27 17:29:14 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "j & k" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 16:39:22 UTC (rev 23727)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 17:29:14 UTC (rev 23728)
@@ -759,41 +759,41 @@
Jack-O-Lantern from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jaculi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Marsh from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Mustard from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Stun- from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Neville White.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Whip from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jellyfish, Monstrous from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jupiter Bloodsucker (Vampire Plant) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jean Wells.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kamadan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Nick Louth.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kampfult (Sinewy Mugger) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kathlin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kelp Devil from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Bruce Cordell.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kelpie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Khargra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Killmoulis from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Korred from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kuah-Lij from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Lance Hawvermale.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Land Lamprey from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt 2014-04-27 17:29:14 UTC (rev 23728)
@@ -0,0 +1,806 @@
+Jack-O-Lantern
+DESC:This creature is a roughly humanoid shaped tangle of vines and leaves with a large pumpkin for its head. The pumpkin-head bears a leering face that appears to have been carved there, and glows from within with an eldritch fire.
+JACK-O-LANTERN CR 3
+XP 800
+N Medium plant
+Init +3; Senses darkvision 60 ft.; Perception +6
+
+AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
+hp 33 (6d8+6)
+Fort +6; Ref +5; Will +2
+Immune plant traits
+
+Speed 30 ft.
+
+Melee 3 slams +6 (1d6+2 plus grab) or pitchfork +6 (1d6+3)
+
+Special Attacks constrict (1d6+2), rend (2 slams, 2d6+3)
+
+Spell-like Abilities (CL 11th):
+
+1/day-fire seeds (first version only on its own seeds,
+
+ranged touch +7, DC 17)
+
+Str 14, Dex 16, Con 13, Int 6, Wis 11, Cha 2
+
+Base Atk +4; CMB +6 (+10 to grapple); CMD 20
+
+Feats Dodge, Mobility, Skill Focus (Stealth)
+
+Skills Perception +6, Stealth +16; Racial Modifiers +4 Stealth
+
+Gear rusty pitchfork
+
+Environment any land
+Organization solitary
+Treasure none
+
+-----------------------------------------------
+
+Jaculi
+DESC:This creature appears as serpent with a long muscular body and a squat, flat head. A mane-like ridge of sharpened bones surrounds its head.
+JACULI CR 1/2
+XP 200
+N Medium magical beast
+Init +3; Senses darkvision 60 ft., low-light vision, scent;
+Perception +4
+
+AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
+hp 5 (1d10)
+Fort +2; Ref +5; Will +1
+
+Speed 30 ft.
+
+Melee bite +4 (1d6+1)
+
+Special Attacks ambush leap
+
+Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 2
+
+Base Atk +1; CMB +2; CMD 15 (can't be tripped)
+
+Feats Skill Focus (Perception)B, Weapon Finesse
+
+Skills Perception +4, Stealth +7 (+19 in natural
+
+environment); Racial Modifiers +12 Stealth in natural
+
+environment
+
+Environment temperate forests
+Organization gang (2-5) or swarm (6-13)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ambush Leap (Ex) A jaculi is not required to make an Acrobatics check when jumping down from heights of 30 feet or less and can do so without taking any damage.
+
+-----------------------------------------------
+
+Jelly, Marsh
+DESC:This transparent jellyfish-like being occasionally flickers with a weird green inner light that steadily flashes on and off.
+
+This massive jellyfish-like being reeks of the Abyss and flickers with an unusual inner light displaying a disturbing sentience.
+
+MARSH JELLY CR 3
+
+XP 800
+N Medium aberration
+Init +5; Senses darkvision 60 ft., scent; Perception +10
+
+AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
+hp 32 (5d8+10)
+Fort +3; Ref +2; Will +5
+DR 5/piercing or slashing
+
+Spd 5 ft., fly 30 ft. (average)
+Melee 4 tentacles +6 (1d6+3 plus poison)
+Special Attacks death throes, disorienting glow
+
+Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 10
+Base Atk +3; CMB +6; CMD 17 (can't be tripped)
+Feats Improved Initiative, Skill Focus (Perception), Stealthy Skills Escape Artist +3, Fly +5,
+Perception +10, Stealth +7
+
+Environment temperate marshes
+Organization solitary or globe (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Death Throes (Ex) When slain, a marsh jelly explodes in a blast of acid that deals 2d6 points of acid damage to anything within 10 feet. A successful DC 14 Reflex save reduces the damage by half. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disorienting Glow (Ex) When a marsh jelly first takes damage, its body begins pulsating and flashing rapidly, emitting an eerie greenish glow. Creatures viewing a pulsating marsh jelly must succeed on a DC 14 Will save or be dazzled for 1d4 rounds. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Tentacle-injury; save DC 14; frequency 1/ round for 4 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+
+
+JUBILEX-TOUCHED MARSH JELLY CR 11
+XP 12,800
+CE Large aberration (chaotic, evil, extraplanar)
+Init +5; Senses darkvision 60 ft., scent; Perception +29
+
+AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
+hp 142 (15d8+75)
+Fort +10; Ref +8; Will +10
+DR 10/slashing or piercing and good; Resist acid 10, cold 10, fire 10; SR 22
+
+Speed 5 ft., fly 30 ft. (average)
+
+Melee 4 tentacles +18 (1d8+7 plus 1d6 acid and poison)
+
+Space 10 ft.; Reach 10 ft.
+
+Special Attacks death throes, disorienting glow (DC 22), poison (DC 22)
+
+Str 24, Dex 12, Con 20, Int 10, Wis 12, Cha 10
+
+Base Atk +11; CMB +19; CMD 30 (can't be tripped)
+
+Feats Alertness, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (tentacle)
+
+Skills Escape Artist +3, Fly +17, Intimidate +18, Perception +29, Sense Motive +3, Stealth +19
+
+Languages telepathy 100 ft.
+
+Environment any (Abyss)
+Organization solitary or globe (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Death Throes (Ex) A Jubilex-touched marsh jelly deals 3d6 points of acid damage and 3d6 points of profane damage to anything within 10 feet when it is killed. A successful DC 22 Reflex save reduces the acid damage by half (but does not reduce the profane damage).
+
+AAA KEY:AAA ~ RRR CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality DESC:
+A Jubilex-touched marsh jelly's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
+
+-----------------------------------------------
+
+Jelly, Mustard
+DESC:This creature appears to be a yellowish-brown amoeba.
+MUSTARD JELLY CR 7
+XP 3,200
+N Large ooze
+Init +0; Senses blindsight 60 ft.; Perception +19
+Aura poison aura (10 ft., DC 21)
+
+AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
+hp 105 (10d8+60)
+Fort +9; Ref +3; Will +3
+Defensive Abilities divide, energy absorption; DR 5/magic; Immune gaze attacks, paralysis, poison, polymorph, sleep, stunning, visual effects; Resist cold 10; SR 18
+
+Speed 30 ft.
+
+Melee slam +9 (2d4+3 plus 1d4 acid)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks acid, constrict (2d4+3 plus 1d4 acid)
+
+Str 15, Dex 10, Con 22, Int 10, Wis 10, Cha 10
+
+Base Atk +7; CMB +10; CMD 20 (can't be tripped)
+
+Feats Cleave, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (slam)
+
+Skills Perception +19, Stealth +9
+
+Environment temperate marshes
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) A mustard jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Divide (Ex) A mustard jelly can, as a standard action, split itself into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot divide itself. When divided, each jelly moves faster than the original (base speed 40 feet per round).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Energy Absorption (Ex) A mustard jelly is immune to electrical effects and magic missiles. If targeted by an electricity effect (including area effects) or a magic missile spell, the mustard jelly gains temporary hit points equal to the amount of damage it would have otherwise sustained. These temporary hit points last for 1 hour.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison Aura (Ex) The mustard jelly exudes an aura of poison in a 10-foot radius centered on it that slows (as the slow spell) any creature in the area as long as it remains in the area and for 1d4 rounds afterward if it fails a DC 21 Fortitude save. A new save must be made each round a creature is within 10 feet of the mustard jelly. The save DC is Constitution-based.
+
+AAA KEY:AAA ~ RRR CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality DESC:
+A mustard jelly\x92s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
+
+-----------------------------------------------
+
+Jelly, Stun-
+DESC:What appears to be a section of the wall comes to life, revealing a slightly translucent protoplasmic creature.
+STUNJELLY CR 3
+XP 800
+N Large ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 9, touch 9, flat-footed 9 (-1 size)
+hp 42 (4d8+24)
+Fort +7; Ref +1; Will -4
+Defensive Abilities camouflage; Immune ooze traits
+
+Speed 10 ft.
+
+Melee slam +3 (1d6+1 plus 1d6 acid plus paralysis)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks corrosion, engulf (DC 13, 1d6 acid and paralysis), paralysis (3d6 rounds, DC 18)
+
+Str 12, Dex 10, Con 22, Int -, Wis 1, Cha 1
+
+Base Atk +3; CMB +5; CMD 15(can't be tripped)
+
+Environment underground
+Organization solitary
+Treasure incidental
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) A stunjelly secretes a digestive acid that dissolves organic material quickly, but does not affect metal or stone. Any melee hit deals acid damage, and the opponent's clothing and armor (non-metal only) take the same amount of damage unless they succeed on DC 18 Reflex save. A wooden weapon that strikes a stunjelly takes 1d6 acid damage unless it succeeds on a DC 18 Reflex save. If a stunjelly remains in contact with a wooden object for 1 full round, it inflicts 18 points of damage (no save) to the object. The save DCs are Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Camouflage (Ex) Since a stunjelly looks like normal stone when at rest, it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (dungeoneering) can use one of those skills instead of Perception to notice the stunjelly. Dwarves can use stonecunning to notice a stunjelly.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Corrosion (Ex) An opponent that is being engulfed by a stunjelly suffers a -4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
+
+-----------------------------------------------
+
+Jelly, Whip
+DESC:This creature looks like a squirming mass of bluish-gray slime with several long writhing tentacles protruding from its form. Veins of dark blue and black snake through its protoplasmic form.
+WHIP JELLY CR 2
+XP 600
+N Medium ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 14, touch 10, flat-footed 14 (+4 natural)
+hp 22 (3d8+9)
+Fort +4; Ref +1; Will -4
+Immune ooze traits
+
+Speed 20 ft., climb 20 ft.
+
+Melee 4 tendrils +2 (1d4 plus 1d4 acid)
+
+Space 5 ft.; Reach 10 ft.
+
+Special Attacks acid
+
+Str 11, Dex 10, Con 17, Int -, Wis 1, Cha 1
+
+Base Atk +2; CMB +2; CMD 12 (can't be tripped)
+
+Skills Climb +8
+
+Environment underground
+Organization solitary
+Treasure incidental
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) A whip jelly secretes a deadly acid that quickly dissolves organic matter but does not harm metal or s Any melee hit deals acid damage. Non-metal armor clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. A wooden weap that strikes a whip jelly dissolves immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.
+
+-----------------------------------------------
+
+Jellyfish, Monstrous
+DESC:An enormous jelly-like being floats peacefully in the warm waters, trailing long seaweed-like tendrils from its central mass.
+
+MONSTROUS JELLYFISH CR 2 XP 600
+N Large vermin
+Init +1; Senses watersense 60 ft; Perception +0
+
+AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, -1 size)
+hp 13 (3d8)
+Fort +3; Ref +2; Will +1
+Defensive Abilities jet, transparent; Immune vermin traits
+
+Speed Swim 10 ft.
+
+Melee tentacles +3 (1d6 plus poison and grab)
+
+Space 10 ft.; Reach 10 ft.
+
+Str 11, Dex 12, Con 10, Int -, Wis 10, Cha 2
+
+Base Atk +2; CMB +3 (+7 to grapple); CMD 14 (can't be tripped)
+
+Feats Weapon FinesseB
+
+Skills Stealth +5, Swim +8; Racial Modifiers +8 Stealth
+
+Environment temperate and warm aquatic
+Organization solitary, pack (2-5), cluster (6-11), or swarm (12-23)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Jet (Ex) A monstrous jellyfish can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Tentacle-injury; save DC 13; frequency 1/ minute for 6 minutes; effect 1d6 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Transparent (Ex) A monstrous jellyfish is nearly invisible floating in the water. An observer must succeed on a DC 20 Perception check to notice the jellyfish.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Watersense (Ex) Monstrous jellyfish can automatically sense the location of anything within 60 feet that is in contact with water.
+
+-----------------------------------------------
+
+Jupiter Bloodsucker (Vampire Plant)
+DESC:This plant is a man-sized tangle of leaves and roots. Four large dark green and serrated leaves top the brown, red-veined roots.
+
+JUPITER BLOODSUCKER CR 3 XP 800
+N Medium plant
+Init -3; Senses blindsense 60 ft., bloodsense 60 ft.;
+Perception +0
+
+AC 15, touch 7, flat-footed 15 (-3 Dex, +8 natural)
+hp 30 (4d8+12)
+Fort +7; Ref -2; Will +1
+Immune plant traits
+Weaknesses vulnerability to fire
+
+Speed 5 ft.
+
+Melee 6 vine leaves +4 (1d6+1 plus blood drain and grab)
+
+Special Attacks blood drain (1 Con per vine leaf), smother
+
+Str 12, Dex 5, Con 16, Int -, Wis 10, Cha 10
+
+Base Atk +3; CMB +4 (+8 to grapple); CMD 11 (can't be tripped)
+
+Environment temperate forests
+Organization solitary, patch (2-5), or bed (6-10)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Bloodsense (Ex) A Jupiter bloodsucker can detect any living creature that has blood in its body to a range of 60 feet by scent.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Smother (Ex) By making a successful grapple check (with a +2 bonus for every vine-leaf attached to a foe at the beginning of its turn), a Jupiter bloodsucker can cover a grappled opponent's nose and mouth. An opponent caught in this way must hold its breath or begin suffocating (see suffocation in the Pathfinder Core Rulebook). A vineleaf attached in this way does not drain blood.
+
+-----------------------------------------------
+
+Kamadan
+DESC:This creature resembles a large leopard-like cat with emerald green eyes. From its shoulders sprout six long serpents, blackish-green in color, each about twice the length of a normal human. The serpents' eyes are reddish-yellow.
+KAMADAN CR 4
+XP 1,200
+N(E) Large magical beast
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +8
+
+AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge,
++5 natural)
+hp 30 (4d10+8)
+Fort +6; Ref +6; Will +2
+
+Speed 40 ft.
+
+Melee 2 claws +7 (1d6+4), bite +7 (1d8+4), and 6 snakes +2 (1d4)
+
+Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
+
+Special Attacks sleep breath, snakes
+
+Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9
+
+Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
+
+Feats Dodge, Skill Focus (Perception)
+
+Skills Acrobatics +6 (+10 jump, +14 balance), Perception +8, Stealth +7 (+15 in undergrowth); Racial Modifiers +8 Acrobatics (for balance), +4 Stealth (+8 in tall grass or undergrowth)
+
+Languages Common
+
+Environment any temperate and warm land
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Sleep Breath (Su) Cone of sleep, 30 feet, every 1d4 rounds (but not more than 5/day); DC 14 Fortitude negates, as the sleep spell (caster level 8th). There is no HD limit to the number of creatures that can be affected. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Snakes (Ex) Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamadan's Strength bonus to damage.
+
+Poisonous Kamadan
+A variant kamadan, one with poisonous snakes, is rumored to exist in the world. Encounters with such creatures are rare, for which most adventurers are thankful. The poisonous kamadan is CR 6 and uses the same statistics as the normal kamadan, but each snake head delivers a poisonous bite.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Snakes-injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Kampfult (Sinewy Mugger)
+DESC:This creature is a man-sized monster resembling a tree trunk with six long sinewy tendrils spaced evenly around the upper portion of its body. Six smaller tendrils located at the base of its trunk seem to aid it in locomotion. Its body is dark grayish-green and its tendrils are dark gray changing to dark green at the tips.
+KAMPFULT CR 2
+XP 600
+N(E) Medium plant
+Init +1; Senses blindsight 30 ft; Perception +8
+
+AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
+hp 19 (3d8+6)
+Fort +5; Ref +2; Will +2
+Immune plant traits
+
+Speed 10 ft.
+
+Melee 6 tendrils +5 (1d3+3 plus grab)
+
+Special Attacks constrict (2 tendrils, 1d6+4)
+
+Str 16, Dex 12, Con 14, Int 6, Wis 12, Cha 6
+
+Base Atk +2; CMB +5 (+9 to grapple); CMD 16
+
+Feats Skill Focus (Perception), Skill Focus (Stealth)
+
+Skills Perception +8, Stealth +9
+
+Languages Sylvan (cannot speak)
+
+Environment underground
+Organization solitary
+Treasure standard
+
+-----------------------------------------------
+
+Kathlin
+DESC:This creature resembles a blackish-brown warhorse that rears, exposing six muscular legs and terrible hooves.
+KATHLIN CR 3
+XP 800
+NG Large magical beast
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +8
+
+AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
+hp 34 (4d10+12)
+Fort +7; Ref +6; Will +2
+
+Speed 50 ft.
+
+Melee 4 hooves +7 (1d6+4), bite +7 (1d4+4) K
+
+Space 10 ft.; Reach 5 ft.
+
+Str 18, Dex 15, Con 17, Int 5, Wis 13, Cha 8
+
+Base Atk +4; CMB +9; CMD 21 (29 vs. trip)
+
+Feats Endurance, Run
+
+Skills Perception +8
+
+Languages Common, Sylvan (cannot speak)
+
+SQ great endurance
+
+Environment temperate plains
+Organization solitary or herd (4-13)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Great Endurance (Ex) A kathlin gains a +4 bonus to Constitution checks made to continue running (see run, in the Pathfinder Core Rulebook). This bonus stacks with the bonus to Constitution checks the kathlin gains from the Endurance feat.
+
+Paladin's Mount
+
+A paladin of 6th level or higher may call a kathlin as his or her special mount.
+
+-----------------------------------------------
+
+Kech
+DESC:This creature is a monkey-like man-sized humanoid with sapphire blue eyes and greenish-brown leaves covering its body.
+KECH CR 3
+XP 800
+NE Medium monstrous humanoid
+Init +6; Senses darkvision 60 ft., low-light vision;
+Perception +11
+
+AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
+hp 32 (5d10+5)
+Fort +2, Ref +6, Will +5
+
+Speed 40 ft., climb 20 ft.
+Melee 2 claws +6 (1d4+1 and bite +6 (1d6+1)
+Special Attacks rend (2 claws, 1d4+1)
+
+Str 13, Dex 15, Con 12, Int 10, Wis 13, Cha 11
+Base Atk +5; CMB +6; CMD 19
+Feats Dodge, Improved Initiative, Mobility
+Skills Climb +17, Perception +11, Stealth +14 (+20 in forested
+areas), Survival +9; Racial Modifiers +2 Perception, +4 Stealth (+10 in forested areas)
+Languages Kech
+Languages: Kechs begin play speaking Kech. Kechs with high Intelligence scores can choose from the following bonus languages: Common, Elven, Goblin, Sylvan.
+SQ pass without trace
+
+Environment any forest
+Organization pack (2-5) or band (2-8 plus 50% noncombatants)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Pass Without Trace (Ex) A kech can move across any ground-ice, snow, mud-without leaving any footprints. Tracking a kech by nonmagical means is impossible.
+
+-----------------------------------------------
+
+Kelp Devil
+DESC:A large colony of seaweed about 20 feet or more in diameter covers the nearby area.
+KELP DEVIL CR 8
+XP 4,800
+NE Huge plant
+Init +4; Senses blindsight 30 ft.; Perception +10
+
+AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
+hp 76 (9d8+36)
+Fort +11; Ref +4; Will +5
+Defensive Abilities underwater concealment; DR 10/slashing or piercing; Immune electricity, plant traits; Resist fire 10
+
+Speed 30 ft., swim 50 ft.
+
+Melee 6 fronds +13 (1d6+8 plus grab)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks charm touch (DC 18)
+
+Str 26, Dex 10, Con 19, Int 5, Wis 12, Cha 10
+
+Base Atk +7; CMB +17 (+21 grapple); CMD 27 (can't be tripped)
+
+Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
+
+Skills Perception +10, Stealth -2 (+10 in natural
+
+environment), Swim +19; Racial Modifiers +12 Stealth in natural
+
+environment
+
+Languages Common
+
+Environment temperate and warm aquatic
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Charm touch (Su) Twice per day, on a successful hit with a frond, a kelp devil can affect the opponent as by charm monster (caster level 12th). The creature can make a DC 18 save DC to resist the effects. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Underwater Concealment (Ex) The main body of a kelp devil remains submerged even when attacking. This grants it concealment (20% miss chance) against all attacks.
+
+-----------------------------------------------
+
+Kelpie
+DESC:A beautiful human female with long flowing dark hair, emerald eyes, and milky-white skin sits nearby. She is cloaked in a robe of green seaweed.
+KELPIE CR 4
+XP 1,200
+NE Medium plant
+Init +6; Senses darkvision 60 ft.; Perception +5
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
+hp 28 (5d8+5)
+Fort +5; Ref +3; Will +4
+Defensive Abilities reshape form; Immune plant traits; Resist
+fire 10
+
+Speed 20 ft., swim 30 ft.
+
+Melee slam +5 (1d4+2 plus grab plus charm touch)
+
+Special Attacks charm (DC 17)
+
+Str 15, Dex 14, Con 13, Int 8, Wis 13, Cha 17
+
+Base Atk +3; CMB +5 (+9 to grapple); CMD 17
+
+Feats Improved Initiative, Iron Will, Skill Focus (Bluff)
+
+Skills Bluff +7, Perception +5, Stealth +6, Swim +12
+
+Languages Aquan, Common; telepathy 1 mile (see below)
+
+SQ amphibious
+
+Environment any aquatic
+Organization solitary or bed (1-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Charm (Su) Once per day, a kelpie can produce an effect identical to the charm monster spell (caster level 9th). The target can make a DC 17 Will save to avoid the effects. If the save fails, the victim believes the kelpie to be a very beautiful and attractive creature, and attempts to move as quickly as possible toward the kelpie. The kelpie can automatically grapple a charmed foe and attempts to drown the victim. A charmed foe does not resist the kelpie's embrace, and the drowning attempt does not allow an additional save. Female creatures are immune to the kelpie's charm ability; only males can be affected. The charm is negated if the victim dies, the kelpie dies, or dispel magic, greater dispelling, miracle, or wish is cast on the victim. If the save is successful, the target cannot be affected by that kelpie's charm or charm touch for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Charm Touch (Su) On a successful slam attack, a kelpie's target must make a DC 17 or be charmed as described under the charm ability above. This effect does not stack with that ability.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Reshape Form (Su) A kelpie's natural form is that of a mass of dark green seaweed. It can assume three other forms. The first is a Small or Medium female humanoid. The second form is a hippocampus (see that entry). The third form is a Large green horse. In each form, the kelpie retains all of her special abilities. She does not truly alter her form (such as shapechangers do), she simply reshapes her body. In all of her forms, the kelpie's skin/fur has a greenish cast, and her features are slightly distorted. The kelpie's ruse can be detected if an opponent who is not charmed succeeds on a DC 10 Perception check.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Telepathy (Su) A kelpie can communicate telepathically to a range of 1 mile with any creature she has touched.
+
+-----------------------------------------------
+
+Khargra
+DESC:This creature resembles a man-sized cylinder covered in metallic scales. It sports three large "fins" spaced even around its circumference.
+Between each fin is a metal sheath from which slide long claw-like arms. A large hole in the front of its cylindrical body is lined with many small curved metallic teeth and seems to function as its mouth.
+KHARGRA CR 4
+XP 1,200
+N Small outsider (earth, elemental, extraplanar)
+Init +6; Senses darkvision 60 ft., tremorsense 60 ft.;
+Perception +11
+
+AC 23, touch 13, flat-footed 21 (+2 Dex, +10 natural, +1 size)
+hp 42 (5d10+10 plus 5)
+Fort +6; Ref +6; Will +1
+Immune cold , fire, elemental traits
+Weaknesses vulnerabilities (see below)
+
+Speed 10 ft., burrow 30 ft.
+
+Melee 3 claws +8 (1d3+2 plus grab) and bite +8 (2d8+2)
+
+Special Attacks rend armor, sundering bite
+
+Str 15, Dex 15, Con 15, Int 5, Wis 11, Cha 10
+
+Base Atk +5; CMB +6 (+10 to grapple); CMD 18
+
+Feats Improved Initiative, Skill Focus (Perception), Toughness
+
+Skills Perception +11, Stealth +14, Survival +8 (+12 following tracks); Racial Modifiers +4 Survival (following tracks)
+
+Languages Common, Terran (does not speak to nonkhargra)
+
+SQ earth glide
+
+Environment Elemental Plane of Earth
+Organization solitary or pack (2-5)
+Treasure standard coins (in digestive tract); no goods; no items
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Earth Glide (Ex) A khargra can glide through stone, dirt, or almost any other sort of earth, including metal, as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing khargra flings the khargra back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Rend Armor (Ex) If a khargra hits with a bite attack, it deals normal bite damage and pulls apart any metal armor worn by its foe. This attack deals 2d8+2 points of damage to the opponent's armor. Creatures wearing no armor or non-metal armor are unaffected by this special attack (though they still take normal bite damage). Armor reduced to 0 hit points is destroyed and devoured by the khargra. Damaged armor gains the broken condition.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Sundering Bite (Ex) A khargra can making a sunder attempt with its bite attack against an opponent's weapon or shield without provoking attacks of opportunity. Resolve this using the normal rules for a sunder attempt. If the khargra succeeds on its CMB roll, it deals 2d8+2 points of damage to the weapon or shield. Note, against a khargra, a weapon or shield's hardness is only one-half as effective as normal. This means that a light steel shield, for example, is considered to have a hardness of 5 rather than 10 against a khargra's sunder attack. A weapon or shield reduced to 0 or less hit points is destroyed and half of it is swallowed by the khargra. It only uses this special attack against metal weapons and shields. Damaged armor and weapons gain the broken condition.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerabilities (Ex) A khargra takes maximum damage from a heat metal spell (no save). A transmute metal to wood deals 1d6 points of damage per caster level (maximum 20d6) to a khargra. It can attempt a Fortitude saving throw (DC 17 + caster's ability modifier) to reduce the damage by half.
+
+-----------------------------------------------
+
+Killmoulis
+DESC:A tiny, unnaturally thin humanoid frolics nearby. It has a huge bulbous head with no chin and seemingly no mouth. It has an immense trunk-like nose. Its skin is pale white and its eyes are deep blue.
+KILLMOULIS CR 1/6
+XP 65
+CN Diminutive fey
+Init +3; Senses low-light-vision; Perception +8
+
+AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
+hp 4 (1d6+1)
+Fort +1; Ref +5; Will +4
+DR 5/cold iron; SR 11
+
+Speed 40 ft.
+
+Melee needle +7 (1d2-3)
+
+Space 1 ft.; Reach 0 ft.
+
+Str 5, Dex 16, Con 12, Int 10, Wis 14, Cha 6
+
+Base Atk +0; CMB -7; CMD 7
+
+Feats Dodge, Weapon FinesseB
+
+Skills Craft (any one) +4, Escape Artist +7, Perception +8, Profession (farmer or miller) +4, Stealth +23; Racial Modifiers +2 Perception, +4 Stealth
+
+Languages telepathy 100 ft.
+
+Gear sewing needle
+
+Environment temperate forests or underground
+Organization solitary or gang (2-4)
+Treasure 1/10 standard
+
+-----------------------------------------------
+
+Korred
+DESC:This creature has the upper torso of a small humanoid and the lower torso of a goat, thus giving it a satyr-like appearance. It has a long, flowing beard, and like its hair, is tangled and matted into frightful knots. It wears a simple leather covering on which hangs a large leather pouch. Its hair is dark and its wild, brown eyes have an almost feral-like gleam in them.
+KORRED CR 4
+XP 1,200
+CN Small fey
+Init +2; Senses low-light vision; Perception +11
+
+AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2
+natural, +1 size)
+hp 27 (6d8+6)
+Fort +3; Ref +7; Will +7
+DR 10/cold iron; SR 15
+
+Speed 30 ft.
+
+Melee slam +8 (1d2+4) or shears +8 (1d4+4) or club +8 (1d4+4)
+
+Ranged rock +7 (1d4+4)
+
+Special Attacks animate hair, laugh, rock throwing (20 ft.)
+
+Spell-like Abilities (CL 8th):
+
+At will-animate objects (rock only), shatter (rock only) (DC 13), stone door (functions as tree stride, but maximum distance moved is 30 feet), stone shape, stone tell, transmute rock to mud (DC 16)
+
+Str 19, Dex 15, Con 12, Int 12, Wis 14, Cha 13
+
+Base Atk +3; CMB +6; CMD 19
+
+Feats Dodge, Mobility, Point Blank Shot
+
+Skills Bluff +10, Intimidate +7, Knowledge (local) +10, Knowledge (nature) +10, Perception +11, Perform (dance) +10, Stealth +15
+
+Languages Common, Korred, Sylvan
+
+Gear club, korred shears, pouch
+
+Environment temperate forests
+Organization solitary or gang (2-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Animate Hair (Su) A korred can weave its hair (contained in its pouch) into animated ropes that can entangle foes. The time it takes to weave enough hair to entangle one foe is dependent on the size of the creature as follows: Size | Time || Up to Tiny | 1 round || Small or Medium | 2 rounds || Large | 3 rounds || A korred cannot entangle an opponent of greater than Large size. This ability otherwise is similar to the animate rope spell (caster level 15th)
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Laugh (Su) Three times per day, a korred can unleash a laugh that stuns all creatures that hear it within 60 feet for 1d2 rounds. A DC 14 Will save negates the effects. A bard's countersong ability allows a stunned creature a new Will save to break free. Whether the save is successful or not, a creature is immune to the laugh of the same korred for one day. The save DC is Constitution-based.
+
+Korred Shears (Exotic Light Melee Weapon)
+
+Korred Shears: Cost N/A (cannot be bought);
+Damage 1d4 (S), 1d6 (M); Crit x3, Weight 1 lb., Type slashing.
+
+-----------------------------------------------
+
+Kuah-Lij
+DESC:This creature resembles a gnome that has been stretched vertically to a height of a human. Its features are knobby and elongated. Its hair is
+light and downy, more akin to a soft fur than anything else, and its skin is white with pale blue undertones.
+KUAH-LIJ CR 1/3
+XP 135
+Kuah-lij warrior 1
+LN Medium humanoid (kuah-lij)
+Init +1; Senses low-light vision; Perception +2
+
+AC 11, touch 11, flat-footed 10 (+1 Dex)
+hp 7 (1d10+2)
+Fort +4; Ref +1; Will +1;
+
+Speed 30 ft.
+
+Melee dagger +0 (1d4-1/19-20)
+
+Ranged light crossbow +2 (1d8/19-20)
+
+Str 8, Dex 13, Con 14, Int 17, Wis 13, Cha 8
+
+Base Atk +1; CMB +0; CMD 10
+
+Feats Master Craftsman (any craft), Skill Focus (any craft)
+
+Skills Craft (any one) +14, Knowledge (arcana) +7, Knowledge (any two) +7, Perception +2, Swim +3; Racial Modifiers +2 Craft (any one)
+
+Languages Aquan, Common, Elven, Gnome, Kuah-Lij
+
+Languages: Kuah-lij begin plays speaking Common and Kuah-lij. Kuah-lij with high Intelligence scores can choose from the following bonus languages: Aquan, Elven, and Gnome.
+
+SQ gifted craftsman, magic item use
+
+Gear dagger, light crossbow, 20 crossbow bolts
+
+Environment any land
+Organization company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, and 1 7th-level captain)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Gifted Craftsmen (Ex) Due to their skill at crafting items of all kinds, kuah-lij gain Master Craftsman as a bonus feat even if they do not have the normal prerequisites. In addition, kuah-lij only pay 75% of the total gp cost when creating magic items if they have access to a kuah-lij production facility.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Magic Item Use (EX) Kuah-lij can use magic items as if they have 1 level of wizard. This innate ability does not increase with level unless the kuah-lij gains levels in the wizard class.
+
+-----------------------------------------------
+
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