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Dhosari
Alien in form, like a centaur composed entirely of humans, the quadribrachial humanoid advances toward you.

Dhosari (CR ½; XP 200)
Female dhosari magus 1
NG Large monstrous humanoid
Init +0; Senses Perception -1
Defense
AC 9, touch 9, flat-footed 9
(-1 size)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +1
Offense
Speed 30 ft.
Melee spear +2 (1d8+4)
Ranged acid splash -1 (1d3 acid; touch)
Space 10 ft.; Reach 5 ft.
Special Attacks arcane pool (4 points), spell combat
Spells Prepared (CL 1st; concentration +3)
1st—corrosive touch, stone fist
0th (at-will)—acid splash, disrupt undead, ray of frost
Statistics
Str 17, Dex 10, Con 12, Int 14, Wis 9, Cha 10
Base Atk +0; CMB +4; CMD 14 (18 vs. trip)
Feats Spell Penetration
Skills Climb +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Perform (oratory) +2, Use Magic Device +4; Racial Modifiers +2 Climb, +2 Perform
Languages Abyssal, Common, Protean
SQ undersized weapons
Gear NPC Gear (leather armour, quarterstaff, spellbook, spell component pouch, other gear)

Dhosari are a slave race of the capricious erkunae. Stories passed down by the dhosari speak of a time before the erkunae, when their people lived in a cave-riddled mountain, and were privy to the secrets of heaven


Dhosari Characters
Dhosari are defined by their class levels—they do not possess racial Hit Dice. All dhosari have the following racial characteristics.

  • +2 Strength, +2 Charisma, -4 Wisdom: Dhosari have the strength befitting a double-bodied race, and their millennia of slavery have developed personalities easy to like but lacking in willpower.
  • Monstrous Humanoids: The six limbs and ‘double body’ of the dhosari classify them as monstrous humanoids, with the benefits and penalties of that type.
  • Large Size: Dhosari have an upper torso extending from the shoulders of a fully human-sized body. They take a -1 penalty to their AC and attack rolls, a -4 penalty to Stealth, but a +1 bonus to CMB and CMD due to their size. They have a Space of 10 ft. and a Reach of 5 ft. Armour costs double for dhosari and they may only wield undersized weapons.
  • Normal Speed: Dhosari walk rather gingerly on their lower arms and hind legs, and have a base speed of 30 feet.
  • Darkvision: Dhosari have darkvision 60 ft.
  • Quadribrachial: Dhosari have 4 arms and two legs, but typically move about on their lower set of arms and their hind legs, and their legs are not capable of full extension. They gain +4 to CMD against trip attempts, use weapons as if they were Medium (instead of Large) and gain +2 to Climb checks. If they take a full-round action, they can bring all four arms into play, suffering -1 on all ability checks and to-hit rolls.
  • Songslave: One of the chief tasks of dhosari slaves is entertaining their masters. They gain a +2 racial bonus on a Perform skill of their choice.
  • Paricharka: Dhosari are typically bonded with an erkunae child or a dignitary as a type of guardian, and keep this habit even when free. If this bond target (bacca in erkunae idiom) is visibly targeted with an attack, the dhosari gets +1 on attack rolls against that aggressor. A full 24 hours must pass before a dhosari can change the bond target.
  • Languages: Captive dhosari were only allowed to speak Common. Free or favoured dhosari of high intelligence can choose any of the following bonus languages: Abyssal, Celestial, Giant or Protean.

On Porphyra
The dhosari are a bizarre, ancient race that are the original inhabitants of the island of Erkusaa. They have been enslaved for millennia by the erkunae. Dhosari are a large, strong race, but have little magical power and have been used as house slaves and shock troops by their masters; in the recent past they have established a few, small, independent communities on nearby islands and on the mainland. That they have four arms enables them to do tasks unheard of for normal bipeds, and if the dhosari gain their freedom, and the acceptance of the core races, they might achieve a golden age of their own.


Race Traits for the Dhosari
These traits are specifically designed for dhosari player characters, usable only by them.

Bred to Entertain: You have mastered the 47 movements. Now on to the delagu horn… You have a +1 trait bonus to all Perform skills, as long as you have ranks in more than one type of performance.

Bred for War: You have known only the fighting pits, your destiny is death in the first attack. You gain +1 to your first attack in a combat if you are at full hit points.

Calm the Storm: Master will listen to me, he always does in these moods. +2 to Diplomacy to modify attitude if the target is Unfriendly or Hostile.

Defiant: We are free dhosari, never to serve a master again! You gain a +2 racial bonus on saves vs. compulsion effects.

Servile: Though I am but a worm, if I help my master I take part of his greatness. You gain +3 on aid another bonuses, instead of the standard +2.

Unstoppable Charger: Like an engine of destruction, the 6-limbed monstrosity bore down on the rebels. You gain a +1 bonus to your CMB on bull rush and overrun maneuvers.


Alternative Racial Characteristics
Below is a selection of racial characteristics that could be selected by dhosari characters in place of the racial characteristics listed previously.

Dark Dhosari: Unlike your relatives, you are mirthless and more aware of your enslaved condition. Your starting ability bonuses are +2 Strength and -2 Wisdom.

Dhosari Silversmith: Silver is the admired medium of the erkunae, and coral even more precious. You gain a +2 racial bonus on all Craft or Profession checks to create objects from precious metal or coral. This replaces songslave.

Free Dhosari: You are a member of a small group of free dhosari, living on the mainland or a nearby island, attempting to fit in as best as your bizarre appearance will let you. You gain a +1 bonus to Bluff, Sense Motive and Knowledge (local) checks. This replaces paricharka.

Hall Runner: You were trained as a message runner in the endless halls of G’sho’laa’n’rr, and sometimes indulge your speed on the beaches of Erkusaa. Your base speed increases to 40 feet, but you cannot use all four arms as a full-round action.

Indigenous Throwback: Your form hearkens back to the ancient dhosari who lived on Erkusaa before the erkunae came. You gain Climb and Swim as class skills, and if you have either as class skills already, you gain +1 to them. This replaces songslave and paricharka.

Shock Troops: Dhosari are always used first in any erkunae attack; holders of this trait gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies when both the dhosari and its opponent are standing on the ground. This replaces paricharka.

Survivalist: Whether a punished slave in an oubliette, a runaway in the caves of Erkusaa, or on the mainland taking the first steps of independence, some dhosari reject the image of a pampered object and do whatever it takes to survive. Holders of this trait gain +1 to Survival checks, +2 on Erkusaa itself. This replaces songslave.

Trusted Servant: You have been taught Protean so as to debate and discuss with your masters; you may also speak Giant, Abyssal, Celestial, Aquan, Auran, Ignan, or Terran if your intelligence is high enough. This replaces languages and songslave.


Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • Alchemist: + ¼ alchemical bonus to Strength when using a mutagen. (+1 to Strength for every 4 times you select this option.)
  • Barbarian: Add a + ½ bonus to trap sense or +1/3 to the bonus granted by the superstition rage power.
  • Bard: Add +1/2 on Bluff checks to pass secret messages, and +1/2 on Diplomacy checks to gather information.
  • Brujo: Add 10 minutes to the length of time your animal shape can be held.
  • Cleric: Increase the radius of your channel energy ability by 1 ft.; this only has an effect every 5 times you take this bonus.
  • Druid: Add + ¼ to the number of 0-level spells you can prepare.
  • Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or a trip.
  • Gladiator: Add +1/2 to the damage you do with a single signature weapon.
  • Gunslinger: Add a +½ bonus on attacks when making a utility shot or a dead shot.
  • Illuminatus: Add +1/3 to your chaotic activation roll, treating rolls higher than ‘8’ as 8.
  • Inquisitor: Add +1 to concentration checks made when casting inquisitor spells.
  • Living Monolith: Add +1/5 to your fortified flesh DR.
  • Magus: Add + ¼ points to the magus’s arcane pool.
  • Medium: Add a + ½ bonus on Spellcraft checks to identify the properties of magic wands and on Use Magic Device checks to use scrolls and wands.
  • Monk: Add +1/3 to CMD.
  • Oracle: Add +1/2 to all Knowledge (History) and Spellcraft checks.
  • Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum 10).
  • Ranger: Add + ¼ to a single favored enemy bonus, to a maximum of +1 per favored enemy.
  • Rogue: Gain +1/6 of a new rogue talent.
  • Rook: Add one spell from the rook spell list to the list of spells known. The spell must be one level lower than the highest level of spells the rook can cast.
  • Runecaster: Add + ¼ to the runecaster’s natural armor when using his fleshrune.
  • Runereaper: Add + ½ to the DC of opponents to cast defensively when threatened by the runereaper.
  • Sorcerer: Add one spell to the list of spells known. The spell must be one level lower than the highest level of spells the sorcerer can cast.
  • Summoner: Add +1 hit point to the summoner’s eidolon.
  • War Mind: Add +1/3 precision damage against those that threaten your paricharka.
  • Witch: Add +1 hit point to the witch’s familiar.
  • Wizard: When casting wizard spells with the compulsion descriptor, add +1/3 to the effective caster level of the spell, but only with regards to duration.

See Also