Erkunae Racial Characteristics1
Erkunae characters are defined by class levels and have the following racial characteristics.

  • +2 Strength, +2 Intelligence, -2 Constitution: The Erkunae have a long martial and academic tradition of conditioning, but inbreeding has resulted in weak overall health.
  • Human variant: Erkunae are an ancient race of decadent near-humans with strange customs and traditions. They are humanoids with the human subtype.
  • Medium: Erkunae are medium creatures with no penalties or bonuses due to size.
  • Normal Speed: Base speed for erkunae is 30 feet.
  • Castle Dwellers: Many erkunae never leave the halls of their ancient, endless castle homes. They gain +1 to Knowledge (engineering), Knowledge (dungeoneering) and Stealth while inside a building or construction of some type.
  • Court Intrigue: Erkunae are naturals to the Machiavellian world of royal courts. They gain +1 on Bluff, Sense Motive and Knowledge (nobility) checks.
  • Duel of Honor: Erkunae solve many of their conflicts with blades, to differing levels of satisfaction, whether “number of cuts” or to the death. They gain +1 to hit when fighting one opponent who is armed with a weapon.
  • Pact with the Elder Powers: Ancient pacts, promises, sacrifices and bonds have been made between the Erkunae and various Powers From Beyond, so that servants of these lords will come when the Erkunae call. This behaves as a limited type of summon mon-sters spell-like ability with different characteristics. An Erkuna makes a choice of the na-ture of their Pact when they come of age:
    • Powers of Death: Once per level, summon the skeleton of one who swore themselves to the Pact. This skeleton serves until destroyed, and can be armed and armored as the erkuna sees fit. The nature of this servant increases with level, it has the same HD as the erkuna that called it, and 8 hit points at first level. At 6th level, this becomes a skeletal champion.
    • Powers of the Elements: Once per level, summon an elemental, any of the four types. 1st-3rd level call a tiny elemental, 4th-6th small, 7th level and higher a medium elemental. This elemental serves until destroyed.
    • Powers of Nature: Once per level, an erkuna can call an exceptional beast to them, behaving in every way like a familiar, though available to all classes, drawn from the appropriate table. A class able to obtain familiars will have both creatures serving the erkuna, but the one bound by the Pact can only be replaced when leveling up. Feats that affect or upgrade familiars can be used by those with this Pact.
  • Weapon Familiarity: Erkunae are fascinated by blades of any kind, and gain proficiency with any weapons that do slashing damage. They inflict -1 damage with piercing and bludgeoning weapons as a result of this martial focus.
  • Linguists: Erkunae characters being play speaking Common, and their cultural language of preference, Protean. An erkuna with high intelligence can speak any other language that is nor secret or prohibited.

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.

  • Gunslinger: Add a + ½ bonus to the bonus on initiative checks the gunslinger makes when using his gunslinger’s initiative deed.
  • War Mind: Add +1/3 precision damage against creatures with the lawful subtype.

See Also