Caliban
In the /tg/ sense, Caliban can refer to either of two things; a planet in Warhammer 40000, or a race in Ravenloft.
In Warhammer 40000
Caliban was the homeworld of the Primarch Lion El'Jonson and, from its admittance into the Imperium of Man until the Horus Heresy, the primary recruiting world of the Dark Angels Legion of Space Marines. It is likely named for the barbaric savage of the same name in Shakespeare's The Tempest.
When the infant Lion landed on Caliban, it was a densely forested Death World home to several orders of Knights who protected the commoners from the dangers of the forest. What people didn't know was the planet's proximity (in a galactic sense) to the Eye of Terror had left the planet Warp-tainted, resulting in various Chaos mutants known as "Great Beasts". Lion's adoptive father Luther was a member of one of these knightly groups known as "the Order", and El'Jonson was raised by the Order, eventually rising all the way to the top. El'Jonson then united the planet and killed all of the Great Beasts. When the Emperor came to bring the planet into the fledgeling Imperium and place El'Jonson in charge of the First Legion of Space Marines, these orders were quickly folded into the renamed Dark Angels.
Lion left with most of the Legion, later sending Luther and the remainder back to run the fortress-monastery of Aldurukh after the Sarosh Compliance, but when he returned just after the Horus Heresy... we're not sure what happened. The Dark Angels claim that they were fired upon when their ships entered Caliban orbit, and they quickly determined that Luther and his Dark Angels had fallen to Chaos. The orbiting Dark Angels responded by sending Lion to confront Luther while their ships opened up with an orbital bombardment. The so-called Fallen Angels tell a different story: that it was Lion who was the traitor -- not necessarily a a pawn of Chaos, but rather holding his forces back from much of the Horus Heresy until he could tell who was winning (and then side with them). Making things more confusing is more recent books implying that both sides were sort of correct -- Luther had been reading forbidden Chaos lore while the Lion was given the choice between settling a pissing contest with Konrad Curze and risking his life in the Siege of Terra.
Unfortunately, the Great Beasts that the Lion killed were also helping to siphon off excess Caliban's Chaotic energies, and keeping humans away from the worst of it, and in their absence the... thing that lived in the planet's core was ready to wake up. Naturally, its first target was Luther and the other Dark Angels on garrison duty.
Either way, the bombardment, compounded by a miniature Warp storm unleashed by the traitors (wherever and whoever they were), caused Caliban to break apart; the largest piece was that which contained the fortress-monastery (whose reinforcements meant that it withstood the attack and shielded the surrounding rock), which the Dark Angels re-captured and used as their headquarters, calling it The Rock. The Angels on the surface were scattered through the Warp and became the Fallen Angels. Many became full Chaos Space Marines, though many more become thoroughly disgusted by both Chaos and the Imperium and going renegade.
In Ravenloft
In the 3rd edition of Ravenloft, when White Wolf took over the setting through their Swords & Sorcery imprint, the came to the decision that the iconic core-race of Half-Orcs didn't fit the setting. After all, as a Gothic Horror Fantasy, there was no place for Orcs. So, they replaced them with Calibans, who were statistically identical, but came from much different origins. Calibans are cursed individuals, uniquely deformed mutants born of incest, curses, evil magic, twisted alchemy, and other foulness that their parents may or may not have been responsible for.
Of course, whilst this fluff was awesome and really adaptable for dark fantasy or post-apocalyptic homebrew settings, mechanically it was pretty boring. Remember, the 3e half-orc was considered one of the worst PC races of its time. So, one dedicated fan decided to do something about that. He wrote an article for issue #8 of the Ravenloft fan-zine, "Quoth the Raven", and submitted it to Fraternity of Shadows website. This article, titled Brutes and Banshees, expanded the caliban race in two ways.
Firstly, it created five distinct "breeds" of caliban, specific sub-species with recognized traits, tendencies and origins. Banshees are eerily lovely female (or trap) calibans with hauntingly beautiful voices and an affinity for the grave. Beasts are calibans who resemble a melding of humans with one or more animals. Brutes are the iconic half-orc or half-ogre expy, big and ugly and powerful. Cannibals are living ghouls, skulking predators with a taste for all manner of unspeakable foodstuffs. Witchspawn sport iconic fiendish or witch-mark mutations and have a natural affinity for magic. And you're given full reign to invent whole new breeds besides.
Secondly, the introduction of the deformities; an array of mutations that gave both a positive and a negative trait for the caliban as a result.
This was an awesome design but, alas, despite having this to fall back on, the Fraternity chose a more boring and pigeonholing "region of origin as subrace" mechanic for their unofficial Ravenloft 5e update.
Crunch
If you want to play a vanilla Caliban in 3.5, just take a Half-Orc, give it +5 Outsider Rating if you're playing a conventional game of Ravenloft, and you're done. If you're using the Brutes & Banshees article, on the other hand...
Generic Caliban:
- +2 to 1-3 Ability Scores, -2 to 1-3 Ability Scores
- Medium Size
- Unnatural Blood: You always treat Use Magical Device as a class skill.
- The Hidden: Again, Disguise is always a class skill for you.
- Deformities: You have 1d4+1 Deformities selected as you like from the deformities list. Unless your DM makes you roll randomly for them, because fun. Deformities cannot be removed by anything short of a Limited Wish, although a DM may allow some to be cured by "careful surgery" (a high DC Heal or Profession (Surgeon) check). You also qualify for the Willing Deformity chain of Vile feats without needing to be Evil, and you can take the Caliban-exclusive "Extra Deformities" feat, which gives you extra deformities equal to your Constitution modifier (so you need minimum of Con 13) at the cost of +2 to your OR.
- Favored Class: Any
- Outsider Rating: +5
Now, the specific breeds amount to a set ability score modifier array, a distinct favored class, and a chosen, thematic list of mutations applied to the same core caliban traits. This makes them easy to follow and lets you more easily design your ow custom breeds as well.
Banshee Caliban:
- Ability Score Modifier: +2 Charisma, -2 Constitution
- List of Deformities: Witch Fingers, Gaunt, Material Vulnerability, Pale, Twisted Organs, Witch Nipple, Backwards Eye, Double Irises, Eyes of Darkness, Swirling Eyes, Angelic Visage, Large Ears, Backwards Feet, Deranged, Magical Affinity (Any Bard or Necromancy), Eerie Whisper, Forked Tongue, Voice of Many
- Favored Class: Wizard (Necromancer) or Bard
Bestial Caliban:
- Ability Score Modifier: +2 Strength, -2 Intelligence, -2 Charisma
- List of Deformities: Claws, Extra Arms, Multi-Segmented Limbs, Suckers, Bones of Steel, Fur, Giant, Gills, Increased Metabolism, Membrane Wings, Rough Skin, Shedding, Spinnerets, Tail, Bulbous Eyes, Bloodshot Eyes, Horns, Great Nose, Large Ears, Frogs Legs, Gorilla Feet, Hooves, Quadrepad, Webbed Limbs, Magical Affinity (Any Druid), Forked Tongue, Frog Tongue, Projectile Vomit, Sharp Teeth, Unusual Appetite.
- Favored Class: Barbarian or Druid
Brutish Caliban:
- Ability Score Modifier: +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
- List of Deformities: Extra Arms, Multi-Segmented Limbs, Witch Fingers, Aberrant, Bones of Steel, Giant, Hunchback, Increased Metabolism, Material Vulnerability, Obesity, Rough Skin, Rubbery, Short Neck, Skulk, Slimy, Toxic Blood, Twisted Organs, Witch Nipple, Backwards Eye, Bulbous Eyes, Bloodshot Eyes, Cyclops, Face of Nightmare, Great Nose, Large Ears, No Nose, Backwards Feet, Gorilla Feet, Webbed Limbs, Deranged, Magical Affinity (Any), Malformed Twin, Frog Tongue, Projectile Vomit, Sharp Teeth, Unusual Appetite.
- Favored Class: Fighter
Cannibal Caliban:
- Ability Score Modifier: +2 Dexterity, -2 Charisma
- List of Deformities: Claws, Extra Arms, Multi-Segmented Limbs, Suckers, Aberrant, Dwarfism, Gaunt, Hunchback, Increased Metabolism, Material Vulnerability, Membrane Wings, Obesity, Pale, Rough Skin, Rubbery, Skulk, Slimy, Spinnerets, Toxic Blood, Twisted Organs, Bulbous Eyes, Bloodshot Eyes, Eyes of Darkness, Face of Nightmare, Great Nose, Frogs Legs, Gorilla Feet, Quadruped, Webbed Limbs, Deranged, Malformed Twin, Eerie Whisper, Forked Tongue, Frog Tongue, Sharp Teeth, Unusual Appetite.
- Favored Class: Rogue
Witchspawn Caliban:
- Ability Score Modifier: +2 Intelligence, +2 Charisma, -2 Strength, -2 Constitution
- List of Deformities: Witch Fingers, Aberrant, Dwarfism, Gaunt, Hunchback, Material Vulnerability, Membrane Wings, Pale, Tail, Touch of Unease, Twisted Organs, Witch Nipple, Backwards Eye, Double Irises, Eyes of Darkness, Swirling Eyes, Angelic Visage, Face of Nightmare, Horns, Large Ears, Backwards Feet, Hooves, Deranged, Magical Affinity (Any), Malformed Twin, Mark of the Warlock, Forked Tongue, Unusual Appetite, Voice of Many.
- Favored Class: Sorcerer - although, as it came out after the race was added, one could make the argument for Warlock as well.
Deformities of the Arms
- Claws: The caliban has sharp claws instead of normal fingernails and gains 2 claw attacks, each of which deals 1d4 points of damage + Str modifier. The caliban can use his remaining claw to make an off-hand attack when using another onehanded weapon in his other claw. This is considered a natural weapon
- Extra Arms: The caliban was born with an extra weakened functional set of arms. He may use these extra arms in combat but only uses half his normal Str modifier. In addition all armor worn by the Caliban must be custom made.
- Multi-Segmented Limbs: The limbs of these calibans contain an extra joint. The caliban gains +4 to all Escape Artist checks.
- Suckers: The caliban has octopuslike suckers on his hands; giving him +2 to Climb checks and any attempts to Disarm him are made at a -2 penalty.
- Witch Fingers: The caliban has a sixth finger on each of his hands, which constantly twitches of its own accord. He gains +1 to hit with Touch attacks, but -2 to Pick Pocket.
Deformities of the Body
- Aberrant: The magic that warps the caliban has wholly distorted his very nature, making him an Aberration rather than a Humanoid like other calibans.
- Bones of Steel: The caliban's bones are partially made of metal. He gains +2 Natural Armor class, but suffers a penalty of -2 to Jump and Tumble skills due to his relative stiffness as well as extra 5 points of damage from electrical attacks as he conduits electricity just as easily as an iron bar. Note: this deformity cannot stack with Rubbery.
- Dwarfism: The caliban is unnaturally small, almost to the point of looking like a shrunken version of the man he could be. He is Small size instead of Medium. Note: this deformity cannot stack with Giant.
- Fur: The caliban is covered in shaggy fur, and gains +2 to Animal Empathy checks due to his bestial appearance and suffers half damage from environmental (not spell induced) Cold damage. Note: this deformity cannot stack with Rough Skin, Rubbery, Shedding or Slimy.
- Gaunt: The caliban is painfully gaunt no matter how much he eats, gaining DR 3/slashing and piercing weapons at the cost of -1 Con. Note: this deformity cannot stack with Increased Metabolism, Obesity or Twisted Organs.
- Giant: The caliban is Large-sized, with all the associated bonuses and penalties. Note: this deformity cannot stack with Dwarfism or Skulk.
- Gills: The caliban has gills and can breathe water but must keep the gills moist at all times, needing approximately two water skins worth of water a day to do this. Failure to keep the gills wet results in a dry irritating rash that distracts the calibans; putting him at –1 to checks involving physical activity (including combat, Reflex saves and most skill checks). These penalties stop once the character has spent two whole days with his gills adequately moistened.
- Hunchback: The caliban has a hunched back, giving him -1 Dex for a +4 effective bonus to Charisma for the purpose of bestowing a curse.
- Increased Metabolism: The caliban's metabolism works at a greatly accelerated rate. His natural healing rate is doubled. However when sent below 0 hit points he loses 2 hit points a round instead of 1. The onset time of all poisons and diseases is halved, and he must eat twice as much as anyone else. Note: this deformity cannot stack with Gaunt.
- Material Vulnerability: Magic flows strong in the caliban's blood, and he is resistant to physical damage except from a single material, which actually deals him extra damage. The caliban gains DR 3/material (usually iron or silver), but actually suffers 3 extra points of damage when attacked by weapons made of this material. An injection of this material in liquid form might even prove fatal to him.
- Membrane Wings: The caliban has a thin layer of membrane stretched between his arms and his body. When falling from any height, the caliban can make a Reflex save with a DC of 5 + 1 per 10 feet of falling to stabilize himself and allowing him to glide on the air (though not truly fly), negating any damage from the fall and allowing him to travel horizontally up to four times the vertical distance descended. The caliban may choose to gain momentum before the glide by running, and for every 10 feet the caliban runs before gliding the DC is reduced by 1 and the gliding distance is extended by 5 feet. Any cloth and armor worn by the caliban must be custom-made.
- Obesity: The caliban is unnaturally obese no matter how little he eats, gaining +1 Con at the cost of reducing land movement speed at - 10 ft. Note: this deformity cannot stack with Gaunt.
- Pale: The caliban's skin is unnaturally pale and he has an affinity for the dead, granting him +2 to either Psychic (good or neutral) or Reign Undead (neutral or evil) skills at the cost of suffering 1 point of damage for each hour of direct exposure to the sun.
- Rough Skin: The caliban has a rough skin, being either scaly or leather-like, gaining +1 natural armor class. Note: this deformity cannot stack with Fur, Rubbery or Shedding.
- Rubbery: The caliban's skin is rubbery and hairless, and his bones are also flexible. He gains a +2 bonus to escape grapples and may fit through spaces of down to Tiny size by squeezing his body through. However, he suffers 3 extra points of damage from cold attacks. Note: this deformity cannot stack with either Bones of Steel, Fur, Rough Skin or Shedding.
- Shedding: The caliban constantly sheds his skin, much like a snake or lizard. He constantly leaves patches of skin behind and can be tracked easily (+2 to Wilderness Lore checks when attempting to track the caliban down). However, every 10 years of life the caliban completely sheds his skin in an extremely painful process which takes an entire week, during which he suffers a -2 penalty to attack rolls and skill rolls, -2 natural AC and is weak and in great pain. For every two sheddings, the caliban gains +1 natural armor class. Note: this deformity cannot stack with Fur, Rough Skin or Rubbery.
- Short Neck: The caliban has an extremely short, stubby neck which is almost non-existent, granting him +6 bonus to saves against Vorpal effects or any other attempts made to decapitate him.
- Skulk: The caliban's body is naturally fitted for hiding and sneaking around, gaining +2 to Hide and Move Silently checks. He is often either small for its type or has a limited camouflage quality. However, the creature has a weak personality and is often ignored by others, gaining -1 Cha. Note: this deformity cannot stack with Giant or Obesity.
- Slimy: The caliban's skin is coated in a thin layer of mucous secreted from his pores. He receives a +2 to escape artist checks and a +2 to rolls made to break out of a grapple, but gets a -2 penalty to maintain a grapple. Note: this deformity cannot stack with Fur, Touch of Unease, Toxic Blood or Witch Nipple.
- Spinnerets: The caliban has the ability to create webs. They originate from an opening in a large gland in his gut (the opening is approximately where a belly button would be). The organ converts the caliban's fatty tissue/blood/muscle into a thick black web-like structure. As a standard action the caliban can create either a single thick 30’ long “rope” of web or a large number of finer particles (treat as web spell but fills only one 5ft square). Either of these actions costs the caliban one point of temporary Constitution damage. Note: this deformity cannot stack with Twisted Organs.
- Tail: The caliban has a malformed tail dangling from behind him, granting him +2 to Balance checks.
Touch of Unease: The caliban's skin is pulsing with power from beneath, which can make lesser men faint. Anyone who touches the caliban's bare skin with his own bare skin takes 1 point of subdual damage per round of contact, with no save. Outsiders and Fey are immune to this damage, as creatures of magic. Note: this deformity cannot stack with Slimy.
- Toxic Blood: The caliban's very blood is toxic, and often has a weird color or texture (like being black and oily or being thin and colorless) and a foul smell. When injected to a living body (through a wound caused by the caliban's claws or teeth or by applying the poison to a piercing or slashing weapon), the poison forces the target to pass a Fortitude save with a DC equal to 5 + Caliban's Con modifier or suffer 1d2 points of primary ability damage and 1d2 points of secondary ability damage (which depends on the caliban's breed- Banshees cause Con damage, Bestials cause Int damage, Brutes cause Cha damage, Cannibals cause Wis damage and Witchpsawn deal Str damage). The caliban may cause some of his toxic blood to burst through his skin in an especially painful process which requires a full-round action, or otherwise cut himself for 1 or more points of damage to gain access to his toxic blood and apply it to his claws, teeth or weapons. The poison becomes inert after 1d6 rounds of exposure to air. A caliban is immune to his own toxic blood. This deformity is especially common in the domains of Nosos and Borca. Note: this deformity cannot stack with Witch Nipple.
- Twisted Organs: The caliban's innards are all twisted around and located in an unusual alignment (his heart might be down in his gut while his intestines weave around throughout his chest wrapping around the other organs etc.). This makes the Caliban weaker and more susceptible to poison and disease (-1 con) but makes his vital organs harder to find. Any roll to confirm a threat made against the Caliban is at –2 and anyone attempting to Sneak Attack him must make a DC 10 Spot check to find his vulnerable spots and successfully deliver a Sneak Attack (this Spot check is a free action). Note: this deformity cannot stack with Gaunt or Spinnerets.
- Witch Nipple: The caliban, even if male, has a third nipple which secretes oily milk. A number of times per equal to half his Constituion modifier, the caliban can let others suckle from this milk, which takes 2 rounds and heals them of 1d6 HP. This is extremely painful for the caliban, and he suffers a -2 penalty to attack roles and skill checks during while breast-feeding. Note: this deformity cannot stack with Touch of Unease or Toxic Blood.
Deformities of the Eyes
- Backwards Eye: The caliban has a third eye in the back of his head. As long as he keeps it clear (no hats, scarves, helmets etc) he has 360 vision and cannot be flanked (except by a rogue 2 levels higher than himself) however the third eye distorts his depth perception giving him a -1 to all ranged attacks while it is open. Note: this deformity cannot stack with Cyclops.
- Bloodshot Eyes: The caliban's eyes are constantly red and bloodshot, giving him Lowlight Vision. Note: this deformity cannot stack with Eyes of Darkness.
Bulbous Eyes: The caliban's Eyes are bulbous and especially large, giving him Darkvision 60’. Note: this deformity cannot stack with Eyes of Darkness.
- Cyclops: The caliban has a single large eye in the middle of his forehead instead of the normal two eyes. He gains -2 to Spot and Search checks, but +4 to saves against gaze attacks. Note: this deformity cannot stack with Backwards Eye.
- Double Irises: The caliban has 2 pupils in his eyes instead of merely one. He gains +2 to Spot and Search checks but -1 to Wisdom, as he often sees things that shouldn’t be. Note: this deformity cannot stack with Swirling Eyes.
- Eyes of Darkness: The caliban's eyes are two pools of pure darkness. He actually uses darkness for sight instead of light, and treats dark areas. This means he uses normal vision in dark areas but his sight is penalized in the light much like a normal human's sight in the dark and he is unable to see anything in areas of pure light (with no shadow of any kind. Note: this deformity cannot stack with Bloodshot Eyes, Bulbous Eyes, Double Irises and Swirling Eyes.
- Swirling Eyes: The caliban's eyes constantly swirl in a hypnotic pattern, gaining +2 to Hypnosis checks at the cost of -2 to Spot checks. Note: this deformity cannot stack with Double Irises.
Deformities of the Face
- Angelic Visage: The caliban has an extremely beautiful, ever-youthful face, like that of an angelic doll. The caliban has an Outcast Rating of 4 instead of the usual 5, but suffers -2 to Intimidate checks as he is never taken seriously. Note: this deformity cannot stack with Face of Nightmare.
- Horns: The caliban has a pair of bestial horns jutting from his head, like those of a ram, a deer or even a demon. He gains a single gore attack which deals 1d4 points of damage and 2d4 points of damage when charging. This is considered a natural attack. Any hats or helmets worn by the caliban must be treated accordingly.
- Face of Nightmare: The caliban's face is extremely hideous (either withered, mismatched or truly monstrous), gaining +2 to Intimidate checks but -2 to Diplomacy checks. Note: this deformity cannot stack with Angelic Visage.
- Great Nose: The caliban has an extremely and sensitive large nose. He gains the Scent feat for free. However, he gains -2 to saves against effects and spells which depend on scent (such as Stinking Cloud) and whenever telling a lie his nose grows longer by an inch for two full days. The effects of multiple lies stack. Note: this deformity cannot stack with No Nose.
- Large Ears: The caliban has large, pointed ears and might be mistaken for an elf or half-elf. He gains a +2 bonus to Listen checks, but suffers an extra point of damage from Sonic attacks.
- No Nose: The caliban has a flat space in the center of his face where a nose should be. He is immune to spells and effects which depend on scent (such as Stinking Cloud) but gains -2 to Spot checks made using scent, and a -2 penalty to HP gained first level as at first breathing proves difficult for him. Note: this deformity cannot stack with Great Nose.
Deformities of the Legs
- Backwards Feet: The caliban's feet go backwards, and his tracks are altered proportionally. Those attempting to Track him gain a -4 penalty to Wilderness Lore checks unless they are aware of the deformity. Note: this deformity cannot stack with Quadruped.
- Frogs Legs: The caliban has misshapen legs like those of a frog. He gains a +4 to Jump checks but his movement is reduced by 10 ft. Note: this deformity cannot stack with Gorilla Feet, Hooves or Quadruped.
- Gorilla Feet: The caliban's feet are closer to large bent misshapen hands like those of an ape. His shoes or boots must be specially made to fit him. While not wearing shoes he can pick up things up with his feet and perform limited item manipulation (no weapon use or spellcasting, -4 to all actions made using these hands). Note: this deformity cannot stack with Frogs Legs, Hooves or Webbed Limbs.
- Hooves: The caliban's legs are hoofed like those of a demon or satyr, granting him +10 speed on land. The caliban cannot wear boots, but instead may make use of magical hooves. Note: this deformity cannot stack with either Frogs Legs, Gorilla Feet or Webbed Limbs.
Quadruped: The caliban is accustomed to using all four of his limbs for walking in the manner of a beast. He gains +20 ft to land speed when running on all 4 legs but his unease when walking on two penalizes his land speed by * -10 ft. Note: this deformity cannot stack with Backwards Feet or Frogs Legs.
- Webbed Limbs: The caliban has large webs of skin between his fingers and toes, allowing him to swim at his base land speed but ruining his skill for fine manipulation (-2 to Pick Pocket and Open Locks). Note: this deformity cannot stack with either Gorilla Feet or Hooves.
Deformities of the Mind
- Deranged: The caliban was born mad. Upon his creation, roll a Madness check. The resulting madness cannot be cured normally. However, the caliban's madness gives him a freakish insight into that which is hidden, gaining +2 to Knowledge (Ravenloft) and Knowledge (Arcana) checks.
- Magical Affinity: The caliban picks either a cantrip or a 1st level Wizard/Sorcerer or Druid spell and can use it thrice per day (if it is a cantrip) or once per day (if it is a 1st level spell) as a Sorcerer of his HD. The caliban's deformity is according to its magical affinity. For example, a caliban who can cast Unnerving Gaze has black, pupilless eyes, a caliban who can cast Alter Self has a face which appears to be made of clay, a caliban who can cast Grease has greasy hair and skin, while a caliban who can cast Burning Hands sweats constantly from the hands.
- Malformed Twin: During birth, the caliban has partially absorbed his twin into his body. The twisted, half-formed fetus is still attached somewhere to the caliban's body, and they are bonded physically and mentally. The malformed twin still has fragments of his mind and soul in his body, giving the caliban a +2 bonus to Will saves against mind-effecting spells and a +2 to saves against Necromancy spells which target the soul (like Trap the Soul). However, the twin has a dormant sentience within him and longs to truly live through its host. It has the character's mental scores and a randomly determined alignment (roll a 1d3 twice for the twin's moral and ethical alignments), with its own motives and the desire to stay in control. During times of great emotional stress (fear, horror or madness checks or Barbarian rage) the caliban must roll a Will save with a DC equal to 10 + twin's Charisma modifier or the twin takes over its host's mind for 1d8 hours. After this period is over, the Caliban makes another Will save with a DC of 5 + Cha modifier to break free of the twin's control. If he fails the save, the control lasts for 1d4 hours after which the twin can no longer maintain control. After the caliban breaks free, he can remember nothing of the time when the twin is in control.
- Mark of the Warlock: The caliban has a strange birthmark shaped like an arcane symbol somewhere on his body. As long as the sign is visible, he gains +1 caster level but -1 to saves against spells.
Deformities of the Mouth
- Eerie Whisper: The caliban can only talk in whispers, gaining a +2 to Innuendo checks.
- Forked Tongue: The caliban has a forked tongue like that of a snake, granting him a +4 bonus to Knowledge (Nature) checks used to identify poison through taste and a +1 Fortitude save vs. poison. Note: this deformity cannot stack with Frog Tongue.
- Frog Tongue: The caliban has a 5-foot long tongue like that of a frog. He gains a single tongue attack, which doesn't deal any damage but can be used freely for Grappling at a +2 bonus. Note: this deformity cannot stack with Forked Tongue.
- Projectile Vomit: The stomach of this caliban is deformed to the point that it can not eat solid food and must vomit up a selection of stomach acid to pre-dissolve his food. A number of times per day equal to his Con modifier the PC may vomit a globe of acid for 2d6 points of damage at a single enemy within 20 ft.(a Reflex save halves the damage).
- Sharp Teeth: The caliban has sharp teeth and gains a bite attack which deals 1d6 points of damage + Strength modifier. This is considered a natural weapon.
- Unusual Appetite: The caliban has an unusual appetite, and may feast on rotting meat, bugs, blood and other disgusting foods without suffering any ill effects, and gains +1 to Fortitude saves against poison and disease. * However, the caliban constantly reeks of his disgusting foods and gains a -2 penalty to Diplomacy and Bluff checks unless the smell is extremely well hidden.
- Voice of Many: The caliban's voice sounds like many voices talking at once, giving him +2 to Bluff checks at the cost of -2 to Diplomacy checks.