nange.tif

Nange1
This muscular humanoid is dressed in flowing robes, which cannot conceal the glowing lines that seem incised into his thick hide.

Nange (CR ½; XP 200)
Male nange magus 1
LN Medium humanoid (nange)
Init +0; Senses Perception -2
Defense
AC 13, touch 10, flat-footed 13; +2 dodge vs. spiders
(+2 armor, +1 natural)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +0; +1 vs. poison
Weakness solar dependence
Offense
Speed 20 ft.
Melee 2 kukri +8 (1d4+2/18-20)
Special Attacks arcane pool (3), spell combat, spider foe
Spell Prepared (CL 1st; concentration +3)
1st—corrosive touch, enlarge person
0th (at will)—acid splash, detect magic, ray of frost
Statistics
Str 14, Dex 10, Con 14, Int 15, Wis 6, Cha 13
Base Atk +0; CMB +2; CMD 12
Feats Arcane Strike, Two-Weapon Fighting
Skills Fly +4, Knowledge (arcana) +6, Spellcraft +6, Use Magic Device +5
Languages Common, Nange, Old Porphyran, Orcish
Ecology
Environment any
Organization codon (3), section 20-25 plus 3 2nd-level sergeants and 1 3rd-level captain)
Treasure NPC Gear (leather armor, spellbook, 2 kukri; other treasure)

The Nange people, often known as the Children of the Sun, are a people that they were made from a marriage of the earth and the sun itself. They live a semi-nomadic lifestyle, but support their quasi-military camps by hiring themselves to otherwise occupied governments as border guards and mercenaries, not particularly caring about the politics involved in wars. The nange are not a cruel people, and do not engage in looting and pillaging outside of what has been contractually agreed upon by their employers and their own ancient traditions. They disdain agriculture and are indifferent hunters, though they will work as laborers if there is too much peace in an area. This condition usually means a move to more turbulent areas, where work can be more easily obtained. Nange prefer their own race as company, and rarely mix with others in military units; they usually work in standard units called a “codon” of three nange combatants, usually of the magus, fighter, and bloodrager professions.

Nange Racial Characteristics
Nange characters are defined by class levels and have the following racial characteristics.

  • +4 Strength, +2 Constitution, -4 Dexterity, -2 Wisdom: Nange gain their strength from the sun, which overcomes their stiff and dull forms.
  • Humanoid: Nange are humanoids with the nange subtype.
  • Medium: Nange are are medium creatures with no penalties or bonuses due to size.
  • Slow Speed: Nange have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Hardened Skin: Nange gain a +1 natural armor bonus due to their thick skin
  • Poison Resistance: Nange gain a racial bonus to resist poison equal to half their hit dice (minimum +1).
  • Solar Dependence: Nange who go for more than 2 days without direct exposure to sunlight lose any positive modifiers to Strength and Constitution until they spend at least 1 hour in direct natural sunlight.
  • Spider Foe: Nange gain a +2 dodge bonus to AC and +1 attack bonus against spiders and creatures with eight or more legs.
  • Two-Weapon Fighting: Nange are trained at a young age to fight with two weapons and gain the Two-Weapon Fighting feat as a bonus feat.
  • Languages: Nange begin play speaking Common and Nange. Nange with high Intelligence can choose from the following: Elven, Giant, Old Porphyran, Orcish, or Undercommon.

ON PORPHYRA
Legends of the nange claim that their ultimate ancestor was fathered upon Gerana, Lady Justice, by Linium, the Forgefather. The followers of both deities in the Clockwork Lands and the Middle Kingdoms deny this claim, and the nange are not welcome there, though they live mostly on the true-Porphyran outskirts of the former nation. They once inhabited the jungles there, from whence their hatred of spiders comes.


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 a +1 CMD to resist trip.

See Also