The boggards are certainly no friends to the fey or lizardfolk clans that dwell amongst the swampy cities. Their general grumpiness is legendary. How odd, then, that their near cousins, the grippli, seem so amiable. Perhaps, in elder days, the boggards drove the grippli from their muddy nests due to their smaller size. Perhaps the boggards’ inherent brutality made the gripplis decide that
they wanted to choose another path.

The grippli get along well with the humans, half-elves and fey that dwell in the Reedlands. They are generally open and accepting to new forms of civilization. Despite their optimism, they have difficulty actually adapting to modern forms of living. Grippli are primitive in culture, and seem pleasantly baffled by advanced technological or governmental concepts. What they do adapt, they do poorly – in a mockery or imitation of a race they respect, but little understand.

That is not to say that the grippli are stupid. They are not. In fact, they possess a gentle, simple wisdom coupled with keen insight into the people around them. They can intuit who is and who isn’t worthy of their trust – a gift they do not give quickly. Once a clan or culture has earned their trust, however, the grippli seem to delight in the new friendship and will not withdraw their faith without good reason.

Whereas the boggards of the Fenian Triarchy have retreated to the uttermost reaches of the moors, the grippli have eased up to the edge of the civilization. They stand, unwilling (or perhaps unwitting) to take the plunge to step within the circle of firelight. They are ready to step forward or backwards into a wholly new and unique position.

Grippli Racial Characteristics
Grippli player characters are defined by class levels—they do not possess racial hit dice. All grippli player characters possess the following characteristics.

  • +2 Dexterity, +2 Wisdom, -2 Strength: Gripplis are nimble and alert, but spindly.
  • Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Grippli: Grippli are humanoids with the boggard subtype.
  • Normal Speed: Grippli have a base speed of 30 feet, a swim speed of 30 feet, and a base climb speed of 20 ft.
  • Darkvision: Grippli can see in the dark up to 60 feet.
  • Children of Fen and Forest: As grippli possess both a natural climb and swim speed, they gain a +8 racial bonus on all Climb and Swim checks.
  • Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
  • Glider: Gripplis’ aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless).
  • Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump.
  • Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
  • Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage.
  • Weapon Familiarity: Gripplis are proficient with nets.
  • Languages: Gripplis speak Common and Boggard. Gripplis with high Intelligence scores can choose from the following: Draconic, Elven, Gnome, Goblin, Old Porphyran, Sylvan.

Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

The following trait is available to grippli player characters from the Fenian Triarchy.

Diluted Poison: Your time in the fens has diluted the natural poison you exude on the surface of your skin. The DC of your poison is decreased by 1 for injury uses and 2 for contact uses but the poison is long lasting when effective lasting an additional 2 rounds.

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 on attacks when making a utility shot or a dead shot.
  • War Mind: Add a +1/6 dodge bonus to AC.

See Also