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==Su-Folk== In [[Dragon Magazine]] #265, an article called "Primitive PCs" introduced what can only be described as an alternate take on su-monsters. Called Su-Folk, these primates are smarter than their bestial originals, enough so that they can communicate and reason with other races, as opposed to being unnaturally cruel and feral beasts. They are not evil, but have a tendency to fall into bad crowds; being a territorial race by nature, they are easily bartered with by malign spell-casters into serving as their guards; in fact, they're described as somewhat gullible. They're a highly community-focused race, and care little for things such as glory or wealth; most su-folk adventurers are either lost, the sole survivors of destroyed troops, hunting for psionic lore, out for revenge on somebody who destroyed their family/territory, or just looking for neat stories to tell the troop when they return. ::Ability Score Minimum/Maximum: Strength 3/18(50), Dexterity 3/19, Constitution 5/18, Intelligence 3/18, Wisdom 7/18, Charisma 3/13 ::Ability Score Adjustments: +1 Dexterity, +1 Constitution, -2 Charisma ::Class & Level Limits: [[Fighter]] 9, [[Thief]] 9, [[Psion]]icist 12 :::Multiclass Options: Fighter/Thief, Fighter/Psionicist, Pisonicist/Thief :::Thieving Skill Adjustments: -5% Pick Pockets, -5% Open Locks, -5% Find/Remove Traps, +5% Detect Noise, +15% Climb Walls :::Available [[Kits]]: Bandit, Savage, Scout, Forestlord, Savage Fighter, Tribal Defender, Wilderness Protector, Wizard Slayer, Psionic Specialist (Telepathy/Psychometabolism), Pioneer ::Movement Rate: 9 ::Size: Medium ::Natural AC: 6 ::Natural Weapons: Claw attack that deals 1d4 damage (a su-folk can make 2 claw attacks in a round, 4 if hanging by its tail), Bite attack that deals 2d4 damage ::Family Defense Frenzy: At 5th level, 1/day, a su-folk can go into a frenzy in order to protect their mate and/or offspring. This frenzy lasts for either 4 rounds (male) or 6 rounds (female), and during it, they can either make double their normal amount of attacks per round (but can only use natural weapons), or they can simultaneously engage in psionic combat or use a psionic ability whilst still attacking normally. ::Su-folk hiding within trees inflict a -4 penalty on the surprise roll of their opponents. ::By hanging by its tail from a branch or similar object, a su-folk can use all four claw attacks per round. At the DM's discretion, they can benefit from a thief's Backstab ability whilst doing so. ::Su-folk are immune to all psionic sciences and devotions of the Telepathy school. ::Their evil reputation means that su-folk suffer a +3 penalty to reaction rolls against Good forest creatures ([[elf]], [[treant]], [[centaur]], etc) and a +1 penalty against Neutral ones ([[dryad]], [[druid]], [[sprite]], etc). ::Su-folk must spend 1 extra proficiency slot to gain proficiency in any human weapon. ::Nonweapon Proficiencies: Artistic Ability, Direction Sense, Fire-building, Leatherworking, Weather Sense, Weaving, Juggling, Jumping, Local History, Tightrope Walking, Tumbling, Animal Lore, Endurance, Gaming, Hunting, Set Snares, Survival (Forest & Subterranean), Tracking
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