Two more beastmen round out the blog series. Click to read Part I and Part II. The final article that will appear in NOD #3 will include cattle people, horse people, monkey people, raven people and swine people.
Aigosy (Goat People)
The aigosy are an eccentric race of mystics who dwell in irregularly shaped, or stepped, towers made of sun-dried bricks. Aigosy men always cultivate beards, sometimes small and neat, often curly and tangled, and all aigosy have thick, tangled hair that is usually black. Aigosy are tan to dusky in complexion and have long, flat noses. They traditionally wear felt skullcaps with small felt horns on them, rough tunics, cloaks and leggings and thick leather sandals. Aigosy have little use for jewelry, but do appreciate colored beads, especially glass beads, and often wear strings of them as necklaces and bracelets. Aigosy warriors wear ring mail under their robes and carry shields covered with leather and such weapons as flails, maces and slings. Most aigosy carry a set of pan-pipes.
An aigosy village consists of a dozen or so “towers”, each housing anywhere from three to seven aigosy. Aigosy men and women do not marry, and often do not even live together. Children are raised by the community, with the men cuffing any child that gets out of hand and women, after nursing, doing their best to mother any child within reach. The towers are decorated simply, with the most noticeable articles of furniture being the tall stools and chairs that they prefer. Each aigosy community has a large oven in which they bake their daily bread; flat loaves decorated with seeds in mystic patterns.
The aigosy live by herding goats and sheep and growing a few crops. Rugged and tough, the aigosy have an amazing ability to grow crops in very difficult environments. For this reason, they are considered lucky by many farmers, and should a family of aigosy wish to establish themselves on the fringes of a human settlement, they are usually welcomed (though not too warmly, for they are known to be a bit odd and disruptive).
The aigosy are unflappable, ignoring danger and keeping their cool in just about every situation except being near attractive members of the opposite sex. The truth is, the aigosy are a bit lecherous. They are also eccentric in their speech and manners. They have a cackling laughter that is more unnerving than contagious, and their eyes never seem quite right. They enjoy pondering things over, smoking a clay pipe and, if male, pulling on their beards. When they finally come to a decision, they become a flurry of excited activity.
Racial Characteristics: Aigosy are natural climbers, climbing very difficult surfaces on the roll of 1-2 on 1d6, and rarely failing to climb a surface that provides even small hand and foot holds. They enjoy a +1 bonus on saving throws against spells and effects that affect the mind (i.e. fear, charm, etc). An aigosy’s iron stomach allows them to digest just about anything and makes them more resistant (+2 bonus on saving throws) to poison and disease from ingested articles.
Aigosy Racial Class
The aigosy are often considered to be wild-eyed mystics and, frankly, weirdos. They come by their odd mannerisms honestly, though, for most aigosy are born with what one might call “fairy-sight”. Many aigosy can see spirits and can glimpse the future and past. Besides the racial characteristics mentioned above, a member of th aigosy racial class also gains some spell casting ability and the ability to see spirits.
Prime Requisite: Wisdom (13+ gets +5% bonus to earned experience).
Hit Dice: 1d6 (+2 hit points per level after 9th).
Weapons Permitted: Club, dart, mace, sling, staff.
Armor Permitted: Leather and shields.
Spells: Aigosy can cast divination spells in the same manner that clerics cast spells (i.e. they do not need spellbooks).
Level 1: Comprehend Languages*, Deathwatch*, Detect Evil, Detect Magic, Detect Secret Doors*, Detect Snares & Pits*, Detect Poison*, Detect Undead*, Hide from Undead*, Identify*, True Strike*
Level 2: Augury*, Detect Invisibility, ESP, Find Traps, Locate Object, Speak with Animals, Status*
Level 3: Clairaudience, Clairvoyance, Darkvision, Speak with Dead, Tongues*
Level 4: Detect Scrying*, Discern Lies*, Divination*, Locate Creature*, Speak with Plants, Scrying*, Wizard Eye
Level 5: Commune, Contact Other Plane, Prying Eyes*, Speak with Monsters
Level 6: Analyze Dweomer*, Find the Path, Legend Lore, True Seeing*
* - New spell - see end of article
Spirit Sight: Aigosy are capable of peering into the ethereal plane, and thus have a 1 in 6 chance (increasing by 1 every three levels) of spotting creatures either on the ethereal plane or creatures that are invisible.
Esou (Sheep People)
The esou live in tight-knit communities of 100 to 300 men and women led by a lord and his retainers. Esou communities are herding communities, keeping cattle, sheep and sometimes goats and swine. The esou are skilled at controlling their animals with horns, thus relieving them of the necessity of keeping dogs, which make them nervous. They build their communities on hills, usually constructing a large shell keep. Animals are, as much as possible, kept within the walls of the keep or very near, for the esou tend toward paranoia and are always certain that rustlers are just over the hill waiting to pounce.
Esou have dusky skin and curly blond hair. They wear woolen clothes, including long tunics, leather aprons and sandals. Most esou wear steel skullcaps with a curled ram-horn motif worked into the sides. Warrior equip themselves with ring armor or chainmail, shields and maces that are often tipped with steel heads shaped like a ram’s head. The esou are close-minded and suspicious. It is difficult to work oneself into their confidence, and easy to lose that confidence. Many esou expect visitors seeking hospitality to prove themselves with painful, physical ordeals.
Racial Characteristics: Esou are trained in defensive combat, giving them a base armor class of 8 [11]. They are only surprised on a roll of 1 on 1d8 and sense dangerous traps on a roll of 1 on 1d6.
Esou Racial Class
Esou warriors are experts at defensive combat, and thus very valuable to armies and parties of adventurers. Once an esou adopts a band of adventurers or soldiers, he becomes very protective of them. Esou are always on the lookout for danger, and often drive their comrades crazy with their constant fretting.
Prime Requisite: Constitution (13+ gets +5% bonus to earned experience).
Hit Dice: 1d6+2 (+3 hit points per level after 9th).
Weapons Permitted: Any.
Armor Permitted: Any.
Defensive Stance: When adopting a defensive posture, an esou gains a +1 bonus to hit and damage, a +2 bonus on all saving throws and a +2 bonus to Armor Class. In exchange, he cannot move during combat. A defensive stance lasts for 4 rounds, after which he suffers a -1 penalty to hit and damage for the remainder of the encounter. An esou can adopt his defensive stance a number of times per day equal to his level divided by two, rounding up.
Ignore Damage: At level 6, an esou can ignore 1 point of damage from melee, missile and spell attacks.
Trap Sense: Besides his 1 in 6 chance of noticing traps, an esou who takes levels in this racial class also gains a +1 bonus on saving throws to avoid traps.
NEW SPELLS –
ANALYZE DWEOMER
Level: Magic-User 6
Range: 30 ft.
Duration: 1 round per level
You learn all of the magical functions, effects and triggers on any magic item or any person under the effect of a spell that you look at. The person being analyzed or holding an object being analyzed may make a saving throw to foil your analysis. Casting this spell requires a tiny lens of ruby or sapphire set in a small golden loop, costing approximately 1,500 gp.
AUGURY
Level: Cleric 2
Range: Personal
Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results), Woe (for bad results), Weal and woe (for both) or Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
COMPREHEND LANGUAGES
Level: Cleric, Magic-User 1
Range: Personal
Duration: 10 minutes per level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The spell enables you to understand or read an unknown language, not speak or write it.
DEATHWATCH
Level: Cleric 1
Range: 30 ft.
Duration: 10 minutes per level
You can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, alive and wounded with 3 or fewer hit points left, alive with 4 or more hit points, undead, or neither alive nor dead (such as a construct).
DETECT POISON
Level: Cleric, Magic-User 1
Range: 30 ft.
Duration: Instantaneous
You determine whether a creature, object, or area has been poisoned or is poisonous.
DETECT SCRYING
Level: Magic-User 4
Range: 40 ft.
Duration: 24 hours
You immediately become aware of any attempt to observe you by means of a scrying spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
DETECT SECRET DOORS
Level: Magic-User 1
Range: 60 ft.
Duration: 1 minute per level
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell.
DETECT SNARES & PITS
Level: Druid 1
Range: 60 ft.
Duration: 10 minutes per level
You can detect simple pits, dead falls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. The spell detects certain natural hazards, including quicksand, a sinkhole, or unsafe walls of natural rock.
DETECT UNDEAD
Level: Cleric, Magic-User 1
Range: 60 ft.
Duration: 1 minute per level
You can detect the number of undead creatures within range of the spell and their relative strength (i.e. hit dice or challenge level).
DISCERN LIES
Level: Cleric 4
Range: 30 ft.
Duration: 1 round per level
You know if the subject of your scrutiny deliberately and knowingly speaks a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
DIVINATION
Level: Cleric 4
Range: Personal
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%.
HIDE FROM UNDEAD
Level: Cleric 1
Range: Touch
Duration: 10 minutes per level
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities cannot detect or locate warded creatures. Non-intelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single saving throw.
IDENTIFY
Level: Magic-User 1
Range: Touch
Duration: Instantaneous
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
LOCATE CREATURE
Level: Magic-User 4
Duration: 10 minutes per level
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
PRYING EYES
Level: Magic-User 5
Range: One mile
Duration: 1 hour per level
You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d4 + your level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions. Each eye has 1 hit point and an AC of 18. You give each eye some basic instructions of where to go, and it returns and replays in your mind what it has seen.
SCRYING
Level: Cleric 5, Druid 4, Magic-User 4
Range: See text
Duration: 1 minute per level
You can see and hear some creature, which may be at any distance. If the subject succeeds on a saving throw, the scrying attempt fails. If you have no knowledge of the creature, it gets a +10 bonus to its saving throw. If you have only secondhand knowledge of the creature, it gets a +5 bonus to its saving throw. If you have a picture or likeness of the creature, it suffers a -2 penalty to its saving throw. If you have a possession or garment of the creature, it suffers a -4 penalty to its saving throw. If you have a piece of the creature (body part, fingernail clippings, lock of hair), it suffers a -10 penalty to its saving throw. If the subject is on another plane, it gets a +5 bonus on its saving throw.
If the save fails, you can see and hear the subject and the subject’s immediate surroundings.
STATUS
Level: Cleric 2
Range: Touch
Duration: 1 hour per level
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.
TONGUES
Level: Cleric 4, Magic-User 3
Range: Touch
Duration: 20 minutes per level
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
TRUE SEEING
Level: Cleric 5, Druid 7, Magic-User 6
Range: Touch
Duration: 1 minute per level
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.
TRUE STRIKE
Level: Magic-User 1
Range: Personal
Duration: See text
Your next attack roll (if it is made before the end of the next round) gains a +10 bonus to hit.
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