BATIRI ”It looks tasty my precious…” Batiri are Goblins on the Isle of Chult in the Forgotten Realms. They look like most Goblins but are green skinned. They are savage matriarchal tribes of hunter/trackers who use short bows and spears to bring down the beasts they make Hide armor from.
BATIRI RACIAL TRAITS · -2 Str, +2 Dex
· Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
· Humanoid with the Goblinoid Subtype
· Base land speed 30 ft.
· Darkvision 60’
· +4 Racial Bonus to Move Silently and Survival Checks
· Automatic Languages: Goblin. Bonus Languages: Common, Dwarven, Tabaxi, Draconic, Sylvan
· Level Adjustment: +0
· Favored Class: Scout
STARTING AGE Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 years
HEIGHT AND WEIGHT Base Height: Male: 3’ Female: 2’10”
Height Modifier: +2d4”
Base Weight: Male: 40 lbs. Female: 35 lbs.
Weight Modifier: x1 lb.
BATIRI CHARACTERS If you’ve ever wanted to play a dinosaur worshiping psychopath, boy do we have a race for you. Batiri are pretty well adapted for jungles so they’d be optimal for campaigns set in one, but otherwise the weird goblin prostrating himself before the Deinonychus is gonna look mighty weird…
Adventuring Race: Batiri have the usual reasons for adventuring for evil races: power, glory, and wealth.
Character Development: Batiri tend towards wilderness based ambushes, so since you’ll likely be playing some sort of melee role try to offset the problems brought about by your size. Like having a lovable dino companion!
Character Names: Batiri use common Goblin names.
ROLEPLAYING A BATIRI Unlike most Goblinoids you have a distinct lack of cowardness, and instead feel the need to prove yourself in combat. Granted you’re still a cheating bastard in fights. Just because you aren’t a coward doesn’t mean you suddenly turned good.
Personality: Batiri are vicious little monsters who think of you as food, but if you can prove yourself to them they’ll deal remarkably straight with you. Provided of course that you can overlook the fact that most of them are sociopathic killers obsessed with hunting humanoids for sport (and food).
Behaviors: Batiri are pretty much your average primitive tribesman who follow their leader without question provided she shows no signs of weakness. Tribesmen who don’t are outcast pretty fast.
Language: Batiri speak a heavily accented form of Goblin and have no written language.
BATIRI SOCIETY Batiri live in semi-nomadic matriarchal merchant clans. They scour an area for what it can give up and move on to trade for what they need before repeating the process. They are also well-known hunters and trackers, and are for hire assuming you can convince them not to eat you. Their Queen holds her title so long as she can defend it against challengers in the arena.
Alignment : As with common Goblins, Batiri tend towards Neutral Evil. It’s hard to be flesh–eating anthropophagi if you’re capable of mercy.
Lands : Most Batiri live in the jungles on the Island of Chult, usually near abandoned Dwarven mines or other easily protected areas.
Settlements : The Batiri rarely venture forth from the jungle. They are surrounded by monsters, and if they were to move in great numbers they would end up as something else’s food.
Beliefs : The Batiri venerate Khurgorbaeyeg most, whom they refer to as Kuro. They also personify the various Goblinoid Gods as various species of dinosaur and worship them as well, with each tribe choosing a dinosaur species/deity as their personal totem.
Relations: Other races exist as food and enemies. That’s all. The Batiri are even more xenophobic than most Goblinoids if such is possible, and they do not take prisoners for long periods of time. Captives are for eating regardless of species (except other Batiri, they usually refuse to be cannibals). Exceptions are made for trading for goods the Goblins need. They realize some things cannot be made or found in the jungle and merchants who make contact with them and survive can expect a decent exchange of goods.
BATIRI ADVENTURES · Kuro the great Gorgosaurus (aka Khurgorbaeyeg) demands your tribe wipe out an intruder to his jungle. This intruder turns out to be some sort of magical beast that’s devouring dinosaur eggs that’s somehow wandered into Chult or been brought here.
· A fire has fallen from the sky, and since then the undead have become worse and more numerous. You have been tasked with journeying to it’s landing place to see if it is responsible and how things may be remedied.
· Times are tough and the tribe needs food lest it break it’s own laws on cannibalism. The hunt is on.
Plague SurvivorYou have survived many epidemics in Chult.
Prerequisites: Batiri, Jungle Stamina (see Races of Faerun)
Benefits: You are immune to non-magical disease.
Toxic BloodYou specialize in fighting the many poisonous critters in Chult.
Prerequisites: Batiri, Great Fortitude
Benefits: You are immune to non-magical poison.
Craft Dinosaur TotemYou can craft the various Totems that the Batiri use to alert themselves to trouble.
Prerequisites: Batiri, Caster Level 3
Benefits: You can make a totem pole that is essentially a Wondrous Item that mimics any Abjuration spell with an Area of Effect and don't allow a Saving Throw (usually Alarm, Aerial Alarm, etc). The caster must make a 10' high wooden totem pole (or have a tribesman do it if he has no woodcraft) that is AC 2, Large, Hardness 5, and has 120 hp. Prices to create are the same as a Wondrous item that is Use-Activate or Continuous, and that has no space limitation. Divide the total cost by 4 due to the Totems immobility (i.e. once you plant it, you can't move it).
Craft Improved Dinosaur TotemYou can craft Totems that are more than just alarms for the tribe.
Prerequisites: Batiri, Craft Dinosaur Totem
Benefits: You can now create Totems with Abjuration Spells that do require a Saving Throw.
Craft Greater Dinosaur TotemYou can craft the most powerful of Totems
Prerequisites: Batiri, Craft Improved Dinosaur Totem, Bless
Benefits: You can now create Totems that boost warriors of the same Totem. Choose Pelycosaur, Pterosaur, Carnosaur, Stegosaur, Raptor, Ceratopsian, Sauropod, Ankylosaur, and all Batiri Dinosaur Priest or Barbarians with the same Totem are Immune to Fear and Morale Penalties while within 60' of the Totem.
Batiri Racial Substitution LevelsRanger Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Batiri Rangers can choose Archery, Hatchetman, or Spearman
Combat Style: Hatchetman gets the following Bonus Feats: Weapon Finesse at Level 2, Close-Quarters Fighting at Level 6, and Improved Critical (Handaxe) at Level 11. Spearman gets Combat Reflexes at Level 2, Short Haft at Level 6, and Vexing Flanker at Level 11.
Level 4: Batiri Rangers have different Animal Companion options.
Animal Companion:
Level 1: Compsognathus, Ramphorhynchus, Swindlespitter
4th Level or Higher (Level -3): Clawfoot, Crocodile, Dimetrodon, Fleshraker
7th Level or Higher (Level -6): Deinonychus, Giant Crocodile, Glidewing, Protoceratops, Pteranodon
10th Level or Higher (Level -9): Bloodstriker, Megaraptor, Pachycephalosaurus
13th Level or Higher (Level -12): Allosaurus, Ankylosaurus, Ceratosaur, Stegosaurus
16th Level or Higher (Level -15): Quetzalcoatlus, Triceratops, Tyrannosaurus
Dinosaurs may be found in MM, MM II, MM III, Eberron Campaign Setting, Serpent Kingdoms, and Dragon Magazine #318
Barbarian Level 1: Replace Rage with Tribal Totem
Tribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:
Pelycosaur: +4 Str, Gains Bite attack doing 1d6+Str
Pterosaur: +4 Dex, +4 to Jump Checks, +2 to Initiative Checks, -2 Fortitude Saves
Carnosaur: +4 Str, Critical Threat Range of Slashing Attacks increases by 1, +2 Damage with Slashing Weapons, -2 AC
Stegosaur: +4 Str, +2 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +2 Damage with Piercing Weapons, Base Land speed decreases by 5
Raptor: +4 Dex, +2 Attack and Damage rolls when making a Charge attack, +2 on Reflex Saves, -2 AC
Ceratopsian: +4 Str, +4 Con, Rage lasts 1 round longer than normal, -2 Reflex Saves
Sauropod: +4 Str, +4 Con, you are considered 1 Size Class larger than normal when performing or being subjected to any Special Attacks that make use of Size Modifiers, -2 AC
Ankylosaur: +4 Str, Fortitude Saves and Natural AC Bonus increase by +2, +2 Damage with Blunt Weapons, -2 Reflex Saves
Level 1: Replace Greater Rage with Greater Tribal Totem
GreaterTribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:
Pelycosaur: +6 Str, Gains Bite attack doing 1d6+Str, Gains Improved Grab: If you succeed with your Bite Attack on an opponent 1 or more Size Classes smaller than yourself you immediately get a Grapple Attempt as a Free Action without provoking an Attack of Opportunity
Pterosaur: +6 Dex, +8 to Jump Checks, +3 to Initiative Checks, -2 Fortitude Saves
Carnosaur: +6 Str, Critical Threat Range of Slashing Attacks increases by 2, +3 Damage with Slashing Weapons, -2 AC
Stegosaur: +6 Str, +3 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +3 Damage with Piercing Weapons, Base Land speed decreases by 5
Raptor: +6 Dex, +3 Attack and Damage rolls when making a Charge attack, +3 on Reflex Saves, -2 AC
Ceratopsian: +6 Str, +6 Con, Rage lasts 2 rounds longer than normal, -2 Reflex Saves
Sauropod: +6 Str, +6 Con, you are considered 2 Size Classes larger than normal when it is beneficial to you, -2 AC
Ankylosaur: +6 Str, Fortitude Saves and Natural AC Bonus increase by +3, +3 Damage with Blunt Weapons, -2 Reflex Saves
Level 1: Replace Tireless Rage with Tireless Tribal Totem
Tireless Tribal Totem: Pretty much identical to Tireless Rage.
Level 20: Replace Mighty Rage with Mighty Tribal Totem
Mighty Tribal Totem: This is identical to Barbarian Rage except the Bonus/Penalty, which is different depending on which of the following Totems you choose:
Pelycosaur: +8 Str, Gains Bite attack doing 1d6+Str, Gains Improved Grab: If you succeed with your Bite Attack on an opponent up to 1 Size Class larger than yourself you immediately get a Grapple Attempt as a Free Action without provoking an Attack of Opportunity.
Pterosaur: +8 Dex, +12 to Jump Checks. +4 to Initiative Checks, -2 Fortitude Saves
Carnosaur: +8 Str, Critical Threat Range of Slashing Attacks increases by 3, +4 Damage with Slashing Weapons, -2 AC
Stegosaur: +8 Str, +4 Bonus to Attack and Damage rolls when you attack with a Readied Action or Attack of Opportunity, +4 Damage with Piercing Weapons, Base Land speed decreases by 5
Raptor: +8 Dex, +3 Attack and Damage rolls when making a Charge attack, you may now make a Full Attack with a Charge, +4 on Reflex Saves, -2 AC
Ceratopsian: +8 Str, +8 Con, Rage lasts 4 rounds longer than normal, -2 Reflex Saves
Sauropod: +8 Str, +8 Con, you are considered 3 Size Classes larger than normal when it is beneficial to you, -2 AC
Ankylosaur: +8 Str, Fortitude Saves and Natural AC Bonus increase by +4, +4 Damage with Blunt Weapons, -2 Reflex Saves
Cleric Level 1: Batiri Clerics also have access to the Dinosaur Domain if they worship a God from the Goblinoid Pantheon.
Dinosaur DomainGranted Power: Dinosaur Empathy: This works exactly like the Druids Wild Empathy Ability, but only against Dinosaurs (which for D&D purposes is defined as any prehistoric reptile).
Level 1: Claws of the Beast
Level 2: Animalistic Power
Level 3: Primal Instinct
Level 4: Summon Nature’s Ally VI
Level 5: Summon Nature’s Ally V
Level 6: Tortoise Shell
Level 7: Summon Nature’s Ally VII
Level 8: Animal Shapes
Level 9: Nature’s Avatar