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Physical Description: Enigmons look mostly like humans, but they have furry forearms and legs like those of a lion. They are roughly the same size as humans, with the same age categories and lifespan. Guardian enigmons are much bigger than other enigmons (but still Medium size). When amongst others, they typically wear clothing that obscures such features. Some say that the eyes of enigmon carry the qualities of the lion and the falcon, combined. They are perfectly well adapted to desert life, being able to travel over desert terrain with ease. Additionally they seem completely unaffected by the heat, which sometimes leads to strange rumors about the race; in fact, this is a simple spell-like ability that they possess.

Enigmon Racial Characteristics1
Enigmons are defined by character class levels and the following racial characteristics.

  • +2 Dex, -2 Con, +2 Int, +2 Wis: Enigmons are lithe and mentally strong, but are relatively frail when compared to other races.
  • Type: Enigmons are humanoids of the enigmon subtype.
  • Medium: Enigmons are medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Enigmons have a base speed of 30 feet.
  • Enigmon Resistance: Enigmons gain a +2 racial bonuses on saving throws against disease and mind-affecting effects.
  • Defensive Training: Enigmons gain a +4 dodge bonus to AC against humanoids of the human subtype.
  • Desert Stride (Ex): An enigmon moves through nonmagical difficult terrain in desert environments at normal speed.
  • Magical Linguist: Enigmons study languages in both their mundane and supernatural manifestations. Enigmons with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Enigmons with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the enigmon’s level.
  • Spell-Like Ability: 1/day—endure elements (self only) (caster level equals the enigmon’s character level).
  • Stalker: Perception and Stealth are always class skills for enigmons.
  • Weapon Familiarity: Enigmons are proficient with falchions, longbows (including composite longbows), and shortbows (including composite shortbows).
  • Languages: Enigmons begin play speaking Common and Sphinx. Enigmons with high Intelligence scores can choose from the following: Aquan, Auran, Celestial, Giant, Ignan, Infernal, and Terran.

Alternate Racial Characteristics
The following racial characteristics may be selected instead of existing enigmon racial characteristics, but of course you cannot exchange the same racial characteristic more than once. Consult your GM before selecting any of these new options.

  • Bond to the Land: Enigmons with this trait gain a +2 dodge bonus to AC when in deserts. This replaces magical linguist.
  • Burly: Some enigmons are big and burly. They gain +2 Str and -2 Dex instead of +2 Dex, -2 Con.
  • Camouflage: Enigmons with this trait gain a +4 racial bonus on Stealth checks while within deserts. This replaces weapon familiarity.
  • Flight: Enigmons with this trait have a fly speed of 30 feet with clumsy manoeuvrability. This replaces defensive training, desert stride, magical linguist.
  • Integrated: Some enigmons are well adapted to city life. Those enigmons gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This replaces desert stride.
  • Urbanite: Enigmons with this trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This replaces weapon familiarity.

Racial Subtypes
You can combine various alternate racial traits to create enigmon variants, such as the following.

  • Guardian: While most enigmon have skills and abilities useful to desert life, guardian enigmons excel at desert survival. They are big and burly, although clumsy compared to other enigmon types, but they are not empty-headed. Guardian enigmon are just as intellectually capable as others. These enigmons have the bond to the land, burly and camouflage alternate racial traits.
  • Hawkwing (Teyori): Teyori enigmons have wings, and typically serve as scouts for enigmon communities. These enigmons have the flight alternate racial trait.
  • Seeker: Seeker enigmon live in towns and cities, where they adapt well to the surroundings. In such places they typically work as merchants, and live in houses that are built around courtyards. These enigmon perform a role in greater enigmon life, in that they seek to identify those who wish to interact with sphinxes, for whatever purpose. In the case of worthy supplicants, they may try to help such people. These enigmons have the integrated and urbanite alternate racial traits.

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.

  • War Mind: Add +1/3 precision damage against creatures with the chaotic subtype.

See Also