See Unapproachable East p14 for flavor text.
Taer Racial Traits+4 Strength, +2 Constitution, –4 Intelligence (to a minimum of 3), –2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Giant: Taers are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
Medium-size.
Land speed 30 feet, climb speed 30 feet. Taers gain a +8 racial bonus on all Climb checks. A taer must make a Climb check to climb a wall or slope with a DC of more than 0 but can always choose to take 10, even if rushed or threatened while climbing. A taer who chooses an accelerated climb moves at double the listed climb speed and makes a single Climb check at a –5 penalty. Taers cannot use the run action while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against climbing taers.
Racial Hit Dice: A taer begins with one level of giant. This provides 1d8 Hit Dice, a base attack bonus of +0, and base saving throws of Fort +2, Ref +0, and Will +0. When he takes a level in a class, he does not replace his racial hit dice. Thus a Taer with a level in Barbarian would be a Taer 1/Barbarian 1 for an ECL of 2. Alternately, this racial hit dice can be swapped for a level adjustment of +1
Racial Skills: A taer character’s giant levels give him skill points equal to 4 × (2 + Intelligence modifier). Taer class skills are Climb, Hide, and Spot. A taer’s pelt blends in with snowy backgrounds, conferring a +4 racial bonus on Hide checks in snow-covered locales.
Racial Feats: A taer’s giant levels give him one feat.
Weapon Familiarity: Taers treat greatclubs and longspears as simple weapons.
Darkvision: Taers can see in the dark up to 60 feet.
Natural Armor: +2 natural armor bonus.
Natural Attacks: An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a –5 penalty on his normal attack bonus. The taer’s slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage.
Cold Subtype (Ex):Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Automatic Languages: Common, Giant. Bonus Languages: By character region.
Favored Class: Barbarian.
TaerThis is a one level racial class that lets players start as a Lesser Taer.
Table 1: The Taer
Level BAB Ref Fort Will Abilities
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1 +0 +0 +2 +0 Natural Power, Natural Armor, Natural Attacks
Game Rule InformationTaer have the following game statistics.
Alignment: Any
Race: Lesser Taer
Hit Die: d8
Starting Gold: As Barbarian
Starting Age: As Barbarian
Class skillsCraft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Class FeaturesAll the following are class features of the Taer.
- Weapon and Armour Proficiency: Taer are proficient with all simple weapons and light armour.
- Natural Power (Ex): At 1st level, the Taer increases his Constitution by +2 and his Strength by +2.
- Natural Armor (Ex): A Taer gains a +2 natural armor bonus.
- Natural Attacks (Ex): An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a –5 penalty on his normal attack bonus. The taer’s slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage.
Lesser Taer Racial Traits+2 Strength, –4 Intelligence (to a minimum of 3), –2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Giant: Taers are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
Medium-size.
Land speed 30 feet, climb speed 30 feet. Taers gain a +8 racial bonus on all Climb checks. A taer must make a Climb check to climb a wall or slope with a DC of more than 0 but can always choose to take 10, even if rushed or threatened while climbing. A taer who chooses an accelerated climb moves at double the listed climb speed and makes a single Climb check at a –5 penalty. Taers cannot use the run action while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against climbing taers.
Weapon Familiarity: Taers treat greatclubs and longspears as simple weapons.
Darkvision: Taers can see in the dark up to 60 feet.
Cold Subtype (Ex): Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Automatic Languages: Common, Giant. Bonus Languages: By character region.
Favored Class: Barbarian.