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==Adventurers== Rare but active, cyclopean adventurers leave the safety of their rocky homes and succumb to wanderlust. Menta cyclopean adventurers typically become [[wizard]]s - particularly [[diviner]]s - spending their time studying magic to better unravel the tangled web of the future. Because they tend to hail from wild and untamed lands, feral-kind cyclopeans favor the [[barbarian]] class. ===Menta Cyclopean Racial Traits=== ::+2 Constitution, -2 Dexterity. Although quite sturdy, Menta cyclopeans lack grace or coordination. ::Medium: As Medium creatures, cyclopeans have no special bonuses or penalties due to their size. ::Cyclopean base land speed is 30 feet. ::Darkvision: Cyclopeans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Menta cyclopeans function fine with no light at all. ::Future Sight (Su): Three times per day, a Menta cyclopean may spend a full-round action to peer into the future of a creature. This functions as the augury spell, except it do not require any components and cannot predict the future of the cyclopean himself. The cyclopean must touch the target creature for the full round. The Menta cyclopean may only use this ability once per creature per day. ::Single Eye: Because they only have one eye, cyclopeans lack depth perception. Cyclopeans suffer a -2 penalty on all ranged attack rolls, Search checks, and Spot checks. ::Automatic Languages: Common and Giant. Bonus languages: Dwarven, Gnome, Sylvan, and Terran. Cyclopeans live close to the earth and often learn the languages of those attuned to it. ::Favored Class: Wizard. A multiclass Menta cyclopean's wizard class does not count when determining whether he takes an experience point penalty for multiclassing. Most cyclopean wizards become diviners, using spells to augment their ability to peer into the future. ===Feral-Kind Cyclopean Racial Traits=== ::+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence. Just as clumsy as their Menta kin, feral-kind cyclopeans make up for their lack of grace with considerable physical power. However, they lack the cunning of their kin. ::Medium: As Medium creatures, cyclopeans have no special bonuses or penalties due to their size. ::Cyclopean base land speed is 30 feet. ::Darkvision: Cyclopeans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Feral-kind cyclopean functions fine with no light at all. ::Glimpse the Future (Su): Feral-kind cyclopeans lack the full future sight ability of their Menta cyclopean kind. Instead, they can see brief snatches of the future that let them react to danger better. Feral-kind cyclopeans get a +1 insight bonus on Initiative checks and Reflex saves. ::Single Eye: Because they only have one eye, cyclopeans lack depth perception. Cyclopeans suffer a -2 penalty on all ranged attack rolls, Search checks, and Spot checks. ::Automatic Languages: Common and Giant. Bonus Languages: Dwarven, Gnome, Sylvan, and Terran. Cyclopeans live close to the earth and often learn the languages of those attuned to it. ::Favored Class: Barbarian. A multiclass feral-kind cyclopean barbarian's class does not count when determining whether he takes an experience point penalty for multiclassing. Already crude and dangerous, feral-kind cyclopeans find it easy to enter berserker rage. [[Category: Dungeons & Dragons Races]]
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