The PembunuhThe Pembunuh are a race of psychopathic murdering fiends. For the right price they’ll kill your enemies. For a better price they won’t do massive collateral damage in the process leaving a trail straight back to you. For an exorbitant price they won’t flay you alive and eat your family after they’re done working for you.
Personality: The Pembunuh have few social taboos. Incest, murder, cannibalism, slavery, torture, and rape are permissible under their laws if done in the appropriate manner. The typical Pembunuh is an individual obsessed with gathering as much personal power as possible, without gaining any form of real responsibility to go with it. They are lustful, obscene, and obsessed with social face. If you insult a Pembunuh even once, no matter how slight, their lives will be devoted to destroying you, and all you love. Some may do it without being insulted just because they can, and feel the need to make a demonstration on you simply because you may have shown yourself to be weak in their eyes. Pembunuh respect no one but their own person (and some not even that), and the only way to convince them to leave you be is to be powerful enough to destroy them with a wave of your hand (and be willing to demonstrate that you have no problem doing so). They consider excess a weakness despite obviously reveling in it. This is one of the great paradoxes of their society. They rigidly adhere to laws they openly despise because they believe to do otherwise would mean the death of their species (which quite frankly is true). Despite their nature they aren't fools, and are adept at lying to the other races (it's actually taught in their society). Most play the part of brute savages who simply don't understand modern cultures, all the while plotting and scheming.
Physical Description: The Pembunuh appear as thin, attenuated humanoids with overly long limbs and digits. They have 6 arms with long fingers and sharp nails. Skin is usually a shiny, wet black, with hair color either a colorless white or bloody red-brown. Their long pointed tongues are a bright red, and usually hang from a mouth full of sharpened teeth. Their eyes are slightly larger than usual with oval pupils. Despite being hermaphroditic and capable of reproducing asexually, most appear outwardly female. For the most part they seem to remind people of humanoid predators. This, along with their refusal to wear clothing, strains any possible relationships they could have with other races who consider them little more than blood hungry savages ( if they knew the true extent of the Pembunuh’s savagery they’d probably devote themselves to exterminating the race). While they don't usually wear clothes, decorative jewelry and piercings, or body modification abound. Many will have the Willing Deformity Feat.
Relations: The Pembunuh almost universally consider other races to be food, an ends to a mean, or toys to play with. There are some exceptions such as Fiends or Dragons or other beings of obvious vast power, but with luck they may find a weak spot in them as well. Being able to reproduce without the intimacy of a partner (even though they can couple if they wish to) has severed any link they feel towards other beings. They are effectively all Sociopaths (
http://www.mcafee.cc/Bin/sb.html ). The only time when this behavior is changed is when the Pembunuh are pregnant with child, at which time their hormonal balances shift to protecting their children. They will disappear from their own society, and raise their progeny alone elsewhere. Once the children reach the tender age of 8, they are the Pembunuh equivalent of teenagers. They have learned all they ever will from their parent, and they split ways, no longer feeling any bonds towards each other. Sometimes during these periods they may befriend members of other races. Whether or not this behavior persists after the pregnancy varies heavily, and often depends greatly on the Pembunuh itself. Most other races usually know little about the Pembunuh other than rumor, and would be appalled if they knew the full truth.
Alignment: The Pembunuh are almost universally Evil. Most are Lawful Evil simply because their extreme world views dictate that there must be intricate codes of Law regarding virtually all aspects of society to stop them from butchering each other in the streets every time a temper is lost. Neutral Evil is a close second as all Pembunuh truly care for nothing but themselves. Chaotic Evil is frowned upon because it’s seen as a loss of self control, which is a weakness, and exploitable (despite the fact that all Pembunuh would probably be Chaotic Evil if their society would let them)..
Lands: The Pembunuh generally hail from Jungles and mountains, both for their inaccessibility and remoteness. They prefer to live their lives away from the prying eyes of other races who may feel compelled to interfere with their society.
Settlements: The Pembunuh rarely settle outside their own lands, unless the environment is good for their purposes, and isolated. Their idea of settlement is usually referred to as Genocide by other races.
Power Groups: The Pembunuh have rigidly defined hierarchies. All things are possible under the Law; but where, when, how, and who you can do these possibilities to depends on your current station in the hierarchy. At the bottom are the Membuang, which are outcasts and criminals, and members of other races. They have little or no rights, and anyone of a higher caste may do to them virtually anything at their whim without reproach. The Membuang have some rights when facing each other, but much of this boils down to “whichever one of you can kill the other (and hir allies) gets what s/he wants”. Above them are the Tak Tersentuh. These members of society are forbidden to be harmed or interfered with, but they have no rights to do anything to another as well. Most consider the caste a punishment, or a retreat when enemies are too overwhelmingly powerful. Once one has become a Tak Tersentuh, there is almost no way back. You would have to achieve a feat of some renown to remove this status. Pembunuh who are able to retain their sanity after pregnancy often belong to this caste, as their "curse" is thought to be transmittable. No one wants to touch them. Next highest are the Penjahat. They may not own property or vote, or mate with a member of their own caste or a caste above them. They have limited personal freedoms, and are basically the common folk of the Pembunuh society. The Pura-Pura are the well to do of the Pembunuh society. They can own property, mate with their own caste (or forcibly take members of castes below them), and are allowed to do just about anything to others of their own caste as long as they follow the rules. If a member of a higher caste wishes to harass them their only recourse is to murder them and not get caught. The Raja Lalim are the nobility of the Pembunuh, and have few restrictions placed on them other than how they can attack/affect members of their own caste. They are also the only Pembunuh who may vote. The Maharani is the leader of the Pembunuh. S/he has little political power, and is something of a figurehead. However s/he is allowed to do anything to anyone with no restrictions. Since s/he is generally considered the peak of Pembunuh attainment hir goal is to spread her genes as widely as possible, preferably by force. Punishment for violating the laws is to generally allow someone of a lower caste some ‘alone time’ with you. Assuming you survive, all is forgiven. The Maharani is the exception. S/he can pretty much violate any law s/he pleases, which is why the position is vied for. Since the Maharani has no restrictions, s/he is usually Chaotic Evil. Most Pembunuh would consider this hypocrisy if they actually understood the concept.
Beliefs: The Pembunuh are their own Gods, incapable of seeing deities as any better intrinsically than themselves. Many are actually the center of personality cults in which everyone worships the Pembunuh whose own Clerical abilities derive from some perverse sort of narcissism.
Language: The Pembunuh speak their own tongue, known as Pembunuh. It requires some body language and pheromonal aspects, and without polymorphic magic other races are virtually incapable of learning it fully.
Bonus Languages: Pembunuh usually learn Common, and the languages of whatever races live near them.
Names: Since there really is no gender differences, Pembunuh have a family name and a personal name. They list the personal name first, and it is usually the name of the first intelligent being they have murdered. A Pembunuh right of passage is to befriend another being to the point that you have saved each others lives, and would trust one another with anything. And then murder him/her/it. Preferably after torturing or maiming their family in front of them while they’re tied to a tree. This name is far more important to the Pembunuh than the family name, which can sometimes be a source of shame to them depending on how their relatives have fared in society.
Personal Names: Varies depending on who or what the Pembunuh has killed.
Family Names: Darah, Gila, Golok, Hitam, keajaiban, Kekacauan, Kegelapan, Kejengkalan, Makan, Malam, Melumphukan, Memberpudak, Membunuh, Mengkhianati, Menyesatkan, Menyiksa, Palsu, Pencuri, Pendusta, Pisau, Sakit, Sumbang
Adventurers: The most common Pembunuh reason to adventure is sabotage. If the other races of the world ever truly saw their homelands up close (they have artifacts to foil scrying attempts) they would band together in wiping the Pembunuh off the face of the Earth. So most Pembunuh consider it their duty to destabilize nearby nations and foment wars (and of course they enjoy it thoroughly too). A second reason is their adult rite of passage. Many join adventuring bands hoping to find someone worthy of murdering, and so become adults. There is also of course the ever popular power, glory, riches, rapine, etc. common to other races. If a Pembunuh has become pregnant, and in the process somehow become mentally damaged (i.e. shrugs off their races psychopathic nature) they will need to escape their homeland, and then will need strong allies to protect them. Roving bands of adventurers who are hard to pin down fit that bill.
Pembunuh Racial Traits* +2 Dex, +2 Wis, -2 Str, -2 Cha. Pembunuh are very agile but their thin bodies don’t pack as much power as they should for their height. Their senses are very sharp, but they have little regard for others, in many cases being unable to see other beings as being ‘real’.
* Humanoid with the Lawful and Evil subtypes.
* Size: As Medium creatures, Pembunuh have no special bonuses or penalties due to their size.
* Multiple Arms: The Pembunuh have 6 arms, and gain Multiweapon Fighting as a Bonus Feat.
* Sharp Nails and Teeth: The Pembunuh have a Primary Claw attack doing 1d3 plus Strength modifier Slashing damage, and a Secondary Bite attack doing 1d3 plus half Str modifier Piercing damage. With a Full Attack they may do 6 Claws and 1 Bite.
* All Pembunuh have Dark Vision 60’.
* All Penumbuh have Scent
* Pembunuh land speed is 30 feet.
* Difficulty with clothing: The Pembunuh are unused to wearing clothing or armor, and using it makes them exceedingly uncomfortable. They cannot wear it without taking a -2 Morale Penalty to all rolls. This includes any magic Items with a Body Slot of Body, Shoulders, or Torso. They can wear minor articles of clothing like masks, or gloves, or belts, but nothing more extensive than that.
* Automatic Language: Pembunuh. Bonus Languages: Common, any nearby race.
* Favored Class: Most Pembunuh become Rogues or Scouts (it generally depends on whether they are urban or rural).
* Level Adjustment: +2
Age, Height and Weight.Adulthood: 8 Years old.
Simple Classes: +1d4
Moderate Classes: +1d6
Complex Classes: +2d6
Height: 5'8'' (+2d6")
Weight: 120 lbs. (x 2d4 lbs.)
Middle Age: 30 Years Old.
Old: 150 Years Old.
Venerable: 500 Years Old.
Maximum Age: +5d20
Authors Note: Despite reaching puberty unusually early, Pembunuh age very very slowly afterwards. Whilst the listed ages are possible most are killed long beforehand.
Pembunuh FeatsBorn LiarYou have a natural talent for lying.
Prerequisites: Cha 15, Must be taken at Level 1, Pembunuh
Effect: Bluff, Diplomacy, and Gather Information are always considered class skills for you regardless of what class you actually take.
Normal: Class skills are dependent on your actual Class.
Dual NaturedYou have come to terms with your need to obey the law, and your need to act out on your own desires..
Prerequisites: Pembunuh, Base Willpower Save +5, Iron Will
Effect: You gain the Chaotic Subtype as well. As a Standard Action you may make a DC 15 Concentration check to change your alignment between Lawful and Chaotic, or suppress any of your Subtypes for up to 24 hours (or until you decide to reinstate them).
Normal: You obviously don't have the Chaotic Subtype, or the ability to switch Subtypes about.
Spider GrappleYou have practiced grappling against the lesser folk who have only 2 arms..
Prerequisites: Pembunuh, Improved Grapple, Multiweapon Fighting
Effect: You gain a +2 Circumstance to Grapple Checks if your opponent has less arms/tentacles/etc. than you do.
Normal: You have no Bonus to Grapple checks because of extra limbs.
Special: A Fighter can select Spider Grapple as one of his Fighter Bonus Feats.
Improved Spider GrappleYou are truly a terror while grappling..
Prerequisites: Pembunuh, Spider Grapple
Effect: You gain a +2 Circumstance to Grapple Checks. If you have more limbs than your opponent the Bonus increases to +4.
Normal: You have no Bonus to Grapple checks because of extra limbs.
Special: A Fighter can select Improved Spider Grapple as one of his Fighter Bonus Feats.
Multiweapon DefenseYou have practiced defending yourself with multiple weapons..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB+6
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +1 Shield Bonus (max +2). When Fighting Defensively each pair used for defense only grants you a +2 Shield Bonus each (max+4). When using the Total Defense option your Shield Bonus is +6.
Special: This Feat replaces the Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Defense as one of his Fighter Bonus Feats.
Multiweapon PounceYou may use all of your weapons when charging..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB +12
Effect: When you are charging and weilding a weapon in every hand you can make a Full Attack, but you lose your bonus on attack rolls granted by a charge.
Special: This Feat replaces the Two Weapon Pounce Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Pounce as one of his Fighter Bonus Feats.
Multiweapon RendYou do extra damage if you hit with all your weapons..
Prerequisites: Multiweapon Fighting, 3 arms, Dex 15, BAB +15
Effect: If you successfully hit an opponent with each weapon you wield (6 in the case of the Pembunuh), you do 2d6 plus one and a half times Strength Modifier damage extra to the opponent. You may only get this once per round against a given opponent. Damage type is same oas off hand weapon for purposes of effects and overcoming Damage Reduction.
Special: This Feat replaces the Two Weapon Rend Feat for creatures with more than 2 arms. A Fighter can select Multiweapon Rend as one of his Fighter Bonus Feats.
Improved Multiweapon DefenseYou are signifcantly better defended when wielding a weapon in each hand..
Prerequisites: Multiweapon Defense, 3 arms, Dex 17, BAB +12
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +2 Shield Bonus (max +4). When Fighting Defensively each pair used for defense only grants you a +4 Shield Bonus each (max+8). When using the Total Defense option your Shield Bonus is +12.
Special: This Feat replaces the Improved Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Improved Multiweapon Defense as one of his Fighter Bonus Feats.
Greater Multiweapon DefenseYou can put up a wall of steel your opponent simply cant get through..
Prerequisites: Improved Multiweapon Defense, 3 arms, Dex 19, BAB +18
Effect: When fighting with multiple weapons each pair of arms you devore to defense instead of attack gives you a +3 Shield Bonus (max +6). When Fighting Defensively each pair used for defense only grants you a +6 Shield Bonus each (max+12). When using the Total Defense option your Shield Bonus is +18.
Special: This Feat replaces the Greater Two Weapon Defense Feat for creatures with more than 2 arms. A Fighter can select Greater Multiweapon Defense as one of his Fighter Bonus Feats.
Tak TersentuhYou have retained your ability to feel emotion after pregnancy..
Prerequisites: Must have become pregnant and retained sanity, Base Willpower Save +5, Penumbuh
Effect: You lose the Lawful and Evil Subtypes, and may choose an alignment other than a Lawful/Evil one. You retain the ability to overcome Damage Reduction requiring a Lawful or Evil component. You gain certain legal status within the Pembunuh society (i.e. you pretty much become untouchable as long as you refrain from doing anything to anyone else). You gain a +2 Bonus on Intimidation skills agains Pembunuh.
Normal: Noramlly Pembunuh cannot choose to become other than Evil alignment or give up their Subtypes.
Example NPC
PisauLE Pembunuh Rogue 5/Swordsage 6
Init +5,
Senses: Listen +9, Spot +9, Dark Vision 60', Scent
Languages Pembunuh
Quick to Act +2
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AC 22,
touch 22,
flat-footed 19 (+3 Dex, +5 Wis, +4 Deflection)
hp 44 (12 HD)
Fort +4,
Ref +12,
Will +11
Evasion, Uncanny Dodge
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Speed 30 ft. (6 squares)
Melee 6 Claws +10 (1d3) and 1 Bite +5 (1d3)
Melee 6 Daggers +9 (1d3+1/17-20, 1d3+4 if able to use Shadow Blade Feat)
Ranged Stunshot Sling +11 (1d4)
Base Atk +7, Grp +7
Atk Options Discipline Focus: Shadow Hand (Weapon Focus, Insightful Strike +5), Sneak Attack +3d6
Combat Gear 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 2 Potions of Haste, 2 Potions Neutralize Poison, 2 Potions Remove Curse, 2 Potions Remove Blindness/Deafness
Stances Known 1st: Blood In the Water, Child of Shadow
2nd: Assassin's Stance
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Shadow Blade Technique, Sudden Leap
2nd: Drain Vitality, Cloak of Deception, Baffling Defense*, Shadow Jaunt *
3rd: Flesh Ripper, Strength Draining Strike
*maneuvers marked with asterisk were gained by switching out lower level maneuvers at 4th and 6th level.
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Abilities Str 11, Dex 16, Con 12, Int 10, Wis 20, Cha 6
(original stats were 15, 14, 13, 12, 10, 8, with +3 Wis from levels)
SQ AC Bonus, Trapfinding, Trap Sense +1
Feats Multiweapon Defense, Shadow Blade, Telling Blow, Weapon Finesse, Multiweapon Fighting (B)
Skills Balance+7, Bluff +2, Climb +4, Hide +17, Gather Information +2, Intimidate +2, Jump +14, Knowledge (Local) +4, Listen +9, Martial Lore +4, Move Silently +9, Search +4, Sense Motive +14, Spot +9, Swim +4, Tumble +7, Use Magic Device +2
Possessions 6 +1 Keen Daggers, Bag of Holding II, +4 Ring of Protection, Stunshot Sling, 1 Jar of Camouflage Paint, Everlasting Rations, Magic Bedroll, Replenishing Skin, Spool of Endless Rope, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 2 Potions of Haste, 2 Potions Neutralize Poison, 2 Potions Remove Curse, 2 Potions Remove Blindness/Deafness, 138 GP left for minor personal effects
Authors note: Since s/he's the equivalent of a 13th level PC, I gave her 110000 GP for stuff. Everything except her Daggers and Ring are in the Bag of Holding.