Expanding the Final Frontier

Some of my readers may remember my review a ways back of Star Trek – Adventure Gaming in the Final Frontier. It’s a nifty little RPG, the first with the Star Trek license, designed to accompany some metal miniatures produced by Heritage Models Inc. of Dallas, Texas. Frankly, I fell in love with it – rules lite, somewhat compatible with old school D&D, includes stuff from animated Trek – totally up my alley.

I’ve also talked a bit about my love of original Star Trek on this blog HERE and shared some basic spaceship battle rules I designed to go along with my Star Trek vapor-campaign (i.e. a campaign I’ve designed but know I’ll never actually play).

To keep the original Star Trek RPG alive, and to pass some time, I decided to produce some character stats for a few of the aliens introduced in Star Trek: The Motion Picture.

A Quick Rules Primer

Before I present those character stats, and because most people do not own the Star Trek adventure game, here’s a quick primer on some of the rules:

Characters in Star Trek have ability scores … and they’ll be pretty familiar to old school gamers: Strength, Dexterity, Luck, Mentality, Charisma and Constitution. And yes – you generate them with 3d6 in turn, as God intended. There’s also a size attribute and movement attribute, and there is a 1% chance for most characters to have psionic powers; Vulcans are always psionic, and Kzinti are psionic on a roll of 1 on 1d8.

Combat is pretty standard for old gaming, but in Star Trek the attacker rolls 1d6 and adds his Hand-to-Hand combat class and modifies it by his Strength and Dexterity (-1 for each point below 9, +1 for each point above 12), while the defender rolls 1d6 modified by H-H class and Luck. If the attacker’s roll is higher than the defender’s, the defender takes the difference in damage.

For ranged combat, you have a “to hit” chance based on your Dexterity, and if you hit you then roll damage based on the weapon used, and the defender rolls 1d6 modified by Luck, taking the difference (if positive) as damage. Damage is deducted from Constitution in this game, rather than from hit points.

As an example of how species were presented in the game, here’s how they present Vulcans in the book: Pointed-eared humanoids of great emotional control and logic. Their blood is based on copper salts and they have protective nictitating membranes to protect their eyes from dirt and glare. They have limited powers of telepathy and empathy in that they usually have to be in contact with a subject for the powers to operate. Once every seven years they must mate or die. Basic size: 200cm, Basic move: 11m, ST +3, DX +2, MN +3, CT +4.

That’s enough info to give you an idea of how the game works.

The Aliens

For the aliens I chose, I did “excel-shopping” to put them in Starfleet uniforms.

Arcturian Security

Arcturians are humanoids from Arcturus IV, a very large and dense planet. All Arcturians are clones, and there are over 100 billion of them in their home system. Arcturus IV is best described as an anarcho-capitalist society, with no central government to speak of. Despite their lack of central authority, the Arcturians are militaristic, and provide the bulk of the UFP’s infantry forces. Many also work in Starfleet security and marines. They are also known to have a great appreciation for the works of Shakespeare. Arcturians are often contemptuous towards outsiders.

Basic Size: 180cm, Basic Move: 11m, ST +3, CT +3, CH -1, increase H-H Class by +1

Betelgeusian Command

Betelgeusians evolved from leopard-like birds – perhaps something akin to griffons. They have retained the talons and bone structures of predatory birds, but walk upright, and have two mouths. One mouth is used for speaking, the other for eating. Their home planet is Betelgeuse IV. Betelgeusians are known to be aggressive, but also calm and decisive. They have a strong hunting instinct.

Basic Size: 210cm, Basic Move: 10m, ST -1, DX +2, CT -1, add +1 to H-H rolls using their talons

Kazarite Biologist

Kazarites are known to be simple shepherds on their own planet, preferring the company of animals to most sentient humanoids. They possess the power of telekinesis, which they use to propel their simple spacecraft through space. Kazarites sometimes enter Starfleet as biologists. They are capable of communicating with animals.

Basic Size: 175cm, Basic Move: 10m, LK +1, MN +1, CH +3


Rhaandarite Communications

Rhaandarites are a child-like species, sometimes considered the “country bumpkins” of space. They have a lifespan of many centuries, and do not mature until they are 150 years old. They also continue to grow their entire lives, with the oldest topping 240cm. Rhaandarites are good at taking commands, not giving them, but they are very loyal and trustworthy. They originate on the planet Rhaandar orbiting Alpha Indi. Males and females can only be told apart by the style of jewelry they wear. The Rhaandarites are known for hiding their technology in jewelry.

Basic Size: 190cm, Basic Move: 10m, LK +1, MN -1

Rigellian Engineer

Rigellians evolved from saber-toothed turtles in ancient times (but no word on whether they are descended from a certain “friend of all children” we all know and love). They usually wear armored exoskeletons, which give them a sense of security. Their society is broken into two castes, the lords and attendants. Lords are taller (usually 200-210cm) and are capable of laying eggs. Attendants are shorter (165-175cm) and hold all real power in their society. It is the attendants who sometimes join Starfleet. They originate from Rigel III*.

Basic Size: 170cm, Basic Move: 9m, DX -1, CT +2, armored skin rating of 1, skilled swimmers, +2 to H-H combat rolls using their claws and bite

Saurian Doctor

Saurians are reptilian humanoids who come from Psi Serpentis IV, a volcanic planet of heavy gravity, dim light and poisonous gases. Saurians can breath many gases, and are generally resistant to poison. They have four hearts, and their large eyes are sensitive to bright light. They are especially known for their Saurian brandy, which even exported into the Romulan Empire.

Basic Size: 180cm, Basic Move: 11m, ST +1, DX +2, CT +4, CH -1, skilled swimmers, +1 to H-H rolls with their claws

Zaranite Navigator

Zaranites come from the harsh planet of Mu Capricornis II (or Zaran II). They have two hearts and are capable of stopping one in order to meditate on their choices in life and so one heart can repair itself. They breathe fluorine gas instead of oxygen, and so usually wear special breathing apparatus. The Zaranites have a love of logic, numerology and mathematics almost equal to the Vulcans, but they are not non-emotional, and in fact can be quite belligerent. They live past the age of 400.

Basic Size: 180cm, Basic Move: 10m, MN +1, CT +2, CH +1, 5% chance of psionics

* It’s a funny thing, but Star Trek used Rigel as the location of a whole lot of alien settlements/civilizations/etc., most likely because it was a star name that was familiar to people. Unfortunately, Rigel is really far away … as in far enough away to not make sense in the context of the show. As a result, I treat references to Rigel as being to the much nearer Alpha Centauri A in MyTrek, since it is also called Rigil Kentaurus.

Of Pixies and Proboscis Monkeys

Because you demanded it (well, two of you), I now proudly present the proboscis monkey (or bekantan) and pixie as playable races for Blood & Treasure. I will expect to see many bekantan and pixie characters popping up in the next few months to reward me for my toil.


Found HERE; modified by yours truly

The life of a bekantan is boring. They dwell in the treetops, grazing on leaves. Because the leaves contain toxins, they only eat young leaves, and they only eat a few leaves from each tree, to avoid too big a build-up of that tree’s particular toxins in their system. Tree to tree, leaf after leaf. Boring.

A rare bekantan is born a little smarter than its kin, and wants a little more out of life. These bekantan become adventurers.

Bekantan have reddish-orange fur and pink-orange faces. They are notable for their large noses (especially on the males) and pot bellies.

Bekantan are not particularly violent, and couple with their small size makes them relatively poor warriors. They usually are not intelligent enough to become magic-users, and few enter the priestly ranks. This makes most bekantans thieves (or Jimmy Durante impersonators, but I haven’t written that class yet, so we’ll let it lie).

Bekantan modify their starting ability scores as follows: Str -1, Dex +2, Int -2, Wis +1, Cha -1

Bekantan have a base movement rate of 30′ per round and a climb speed of 20’ per round. They have a knack for climbing sheer surfaces, jumping and swimming (they have webbed toes). Bekantan enjoy a +2 bonus to save vs. poison. They can make a bite attack for 1d3 damage in place of a weapon attack.

Bekantan can multi-class as fighter/thieves, magic-user/thieves or cleric/thieves if they can meet the requirements.


Pixies are fey kin to halflings, though far less likely to mingle with humanoids than their portly, burrowing cousins. Most live a carefree existence in the woods, doing fey stuff and ignoring the world of men and dwarves (and elves and half-elves and half-orcs and … you get the idea). A few are bold enough to step out of the woods and become adventurers.

Pixies modify their starting ability scores as follows: Str -3, Dex +3, Int +2, Wis +1

Pixies are small creatures with a base movement rate of 20’ per round. They can also fly at a speed of 60’ per round if they do not wear armor heavier than padded or leather and if they are not encumbered.

Pixies have numerous magical abilities. They can become invisible, at will, for up to 1 minute per day per level (per the invisibility spell). They also enjoy a +2 bonus to save vs. magic.

Pixies with a Charisma score of at least 11 can cast the following spells, each once per day: Detect thoughts (ESP), detect evil and dancing lights.

Pixies can multi-class as fighter/sorcerers and sorcerer/thieves if they can meet the requirements.

All pixies suffer a -20% penalty to earned experience, due to their numerous special abilities. Pixies cannot advance beyond 8th level as sorcerers or warlocks (alternate sorcerer class), or 7th level in other classes.

Elemental Racial Variations

I’ve always enjoyed coming with variations on a theme, or variations on existing things in games. Of late, I’ve thought about doing themed variations on some of the existing races in Blood & Treasure – themes like the elements, or insects or animals.

For my first theme, I choose elemental earth. These races could work well in a specialty campaign, especially one set underground or on the elemental plane of earth, or can be used in an exotic section of an existing campaign world.

I’m not sure how well balanced these races would be, but you know – sometimes it just doesn’t matter. If they look like fun, use them!

Coal gnomes look generally like normal gnomes, save their flesh is composed of a substance not unlike coal. They have pitch black skin and beady eyes that glow like embers. These eyes give them darkvision to a range of 120 feet. Coal gnomes are not immune to fire, but they do have a strange resistance to it.

When a coal gnome is struck by fire, it ignites and smolders. The coal gnome suffers one point of fire damage per round, and no more. While they smolder, they can score +1 point of fire damage with each successful melee attack.

Coal gnomes have the same alterations to their ability scores as normal gnomes, the same knacks and the same ability to multi-class. They do not have any Spellcasting ability.

Granite dwarves are stoic and seemingly emotionless; at least, they do not often show emotion. Logical and resolute, they look like dwarves carved from granite.

Granite dwarves have the same ability score modifications as normal dwarves, and the same knacks. Their skin gives them a natural AC of 12, and they have the ability to freeze as do gargoyles, for a maximum of 10 minutes. Granite dwarves have darkvision to a range of 60 feet.

Granite dwarves cannot multi-class, for their minds are too focused.

Crystal elves are as graceful and lithe as normal elves. Their bodies are seemingly composed of living crystal, in various colors and hues. They rarely wear clothing, but do adorn themselves with jewelry and sometimes capes or cloaks.

A crystal elf’s skin reflects and refracts light, depending on the angle at which it is struck. When fighting in moderate illumination, all opponents engaged in melee combat with the crystal elf must pass a Reflex saving throw when they miss the elf in combat by more than 3 points, or be blinded for one round. In strong illumination, creatures locked in melee combat must pass this save each round, and creatures within 20 feet must do so when they miss the elf in ranged combat as above.

The crystal elf’s body gives them a +2 bonus to save vs. rays. They suffer double damage from sonic attacks.

Crystal elves have the normal ability score modifications and knacks, darkvision to a range of 30 feet, and they cannot multi-class.

Sandlings look like normal halflings composed of sand. They are quick and curious and have more abrasive personalities than normal halflings.

Sandlings ignore one point of damage per hit from physical damage, but water and wind deals +1 point of damage per dice (or 1 point of damage if the attack doesn’t normally deal damage) to them. They have the same ability score modifications as normal halflings, the same knacks, and they gain a knack at escape attempts.

When a sandling is struck for full damage by a physical blow (minimum 5 points of damage), they split into two tiny versions of themselves, splitting the damage as well. They must also split their equipment when they split, and their hit point total, but each of these twins retains its normal level, ability scores and special abilities. The personalities of each twin can vary, based on the original’s alignment:

Lawful = Lawful and Neutral
Chaotic = Chaotic and Neutral
Neutral = Chaotic and Lawful

Lawful Good = Lawful Neutral and Neutral Good
Lawful Neutral = Lawful Neutral and Neutral
Lawful Evil = Lawful Neutral and Neutral Evil

Neutral Good = Neutral Good and Neutral
Neutral = Lawful Neutral and Chaotic Neutral
Neutral Evil = Neutral Evil and Neutral

Chaotic Good = Chaotic Neutral and Neutral Good
Chaotic Neutral = Chaotic Neutral and Neutral
Chaotic Evil = Chaotic Neutral and Neutral Evil

The twins cannot re-merge until they get a full night’s sleep. If that sleep is interrupted, they split apart and must remain apart until they get another chance at 8 hours of rest.

The Peoples of Ende

Almost ready to publish NOD 23 – just finishing up the monster stats in the Ende article, and putting some finishing touches on the conclusion of the Dungeon of the Apes adventure that started in NOD 22. Today, I figured I might get some extra use out of some of that Ende writing and blog about some of the peoples who dwell in Ende …


Ende has long been a crossroads of the different planes of existance due to its being, for reasons unknown to all, a frequent battleground between the forces of Law and Chaos. As even a midling scholar of Nod could tell you, when an outsider is manifested into the Material Plane, it becomes a living, breathing creature with free will, even if it often takes a while for them to realize they are no longer bound to the wishes of their master. Many of these outsiders break away from their appointed tasks and mingle with the locals, so aasimar and tieflings are not uncommon in the region of Ende.

In Ende, the aasimars are called aasuras, and they usually belong to the higher castes of wise people and warriors. Of course, many, despite their blood, have fallen from their once high positions, and must make their way as mercenaries and adventurers, for they are ever too proud to work as artisans, laborers, and beggars (and the artisans, laborers and beggars would claim the haughty fools wouldn’t have the skill to do their jobs properly anyways).
While aasuras aspire to (and often pretend to uphold) the old ways of their ancestors, honesty, gravity, open-mindedness, far-sightedness and martial honor, the sad truth is that generations of life at the top of the social foodchain has left them decadent, over-bearing and aloof. While they are often respected, for even in their fallen state they are often driven to succeed at whatever calling they have chosen (callings which often involve killing or calling down fire from the sky), they are rarely well-liked.

In keeping with their castes, aasuras dress well, and decorate themselves with jewelry. They are usually perfumed or scented with fragrant oils, and even the poorest aasura will make every effort to keep a servant or slave. Aasura warriors prefer to wear aristocratic armor, usually banded or splint, rarely platemail imported from the north, and they carry shields and various sorts of swords and lances. Most work as horsemen or charioteers.

Most aasura take the lordly Indra as their patron, though those aasura who still hold to the old ways prefer Vishnu. Aasura characters usually have classes in paladin, monk, cleric, psychic, duelist or fighter.

The stone giants of Ende are called daityas. They once served as mercenaries in the divine armies that fought here, usually for Chaos, and now dwell in the mountains as barbarians. The daityas are wild men and women, heavy with crude jewelry, their faces scarred and painted with images made up of swollen dots, the men cultivating fabulous mustaches that are a sign of power and fertility in their culture. Daityas wear no armor, only baggy pants and cloaks, and their wield giant scimitars and shields. They have skin the color of rust that is often marred with patches of white.


The gandharva are the elves of Ende. Once the masters of the plains of Gondar, their small, fortified villages eventually fell to humans and humanoids, leaving them to wander like gypsies. Most gandharva now are herdsmen and herdswomen (known especially for their ability to raise horses), entertainers, traders and, sometimes, ne’er-do-wells.

Like most elves, they are graceful and beautiful, with eyes that gleam like gemstones, deep olive skin and black hair. They dress in light, loose garments, or robes to hide their armor. Female elves are referred to as apsara, and they are known for their dancing.

Gandharva are cosmopolitan and easy going, with ready wits and a tendency to tell people what they want to hear. Charm is the hallmark of the gandharva, and they use it liberally to get what they want. Despite being graceful and alluring, the elves of Ende are skilled warriors, especially with staves and bows. Many elves train in the martial arts, combining dance with fighting.

Gandharva prefer deities of music and dance, and thus gravitate towards Saraswati, goddess of art and music, and Shiva, famous for his cosmic dance.

Humans make up the middle castes in Ende society, the artisans, laborers and farmers. They range from poor to rich, with the wealthiest humans usually being merchant princes. Most middle class humans are artisans, merchants or officers in the regions armies. Humans, here as everywhere, are cunning and clever and hold every opinion under the sun. Humans in Ende are often resentful towards the aasura because of their insistence on taking on airs despite their obviously lacking characters, and they fear and hate the tievas for their demonic powers and their close contact with death in all its fearful forms.

Humans are usually barred from the higher orders of society, though some are elevated into the upper castes due to their impressive abilities (i.e. high ability scores and capacity for bribing the aasuras and stroking their mighty egos). Humans with magical abilities are usually magic-users. Magic-users are not regarded as highly as psychics and clerics because of their dependence on material components, many of which are of an unsavory form. These magic-users do a good business in Ende, serving the middle and lower castes in the manner of doctors and advisors. Human warriors usually make up the bulk of Ende’s armies, and usually fight on foot or as light cavalry. Ende’s officer corps is mostly made up of humans, who serve as lietenants and captains. Higher ranks are held by the aasura nobility.

While they are barred from becoming clerics (again, there are exceptions), they are not barred from the druidic orders, and in fact dominate those orders. For this reason, the humans of Ende most often give their keenest devotion to the nature gods and goddesses, such as Agni, god of fire, Varuna, god of water, and Surya, the sun god, as well as Gunputty, the overcomer of obstacles (humans hate obstacles).


As the aasuras are descended from outsiders of Law, the tievas, who occupy the lower rungs of the social ladder, are descended from outsiders of Chaos. Swarthy of skin, bright of eye and quick of wit, they have gravitated towards the lower professions of thief, assassin, beggar, and charlatan. The best of them live a straight (well, mostly straight) life of honest labor in such occupations as tanner, butcher, or hunter.

Tievas deal in death in one way or another, which makes them suspect and low in the eyes of the aasura and most humans. They see themselves as the necessary evils that make the more comfortable lives of the upper castes possible. While tievas care little for virtue, they do have a strong sense of self, and when crossed or insulted they rarely let the act go unavenged. A tieva might strike immediately themselves if they think they can get away with it, but more likely they will attack in the dark, from behind, with many friends.

Tievas dress as commoners. They live in the shabby quarters of town, and congregate in taverns and other places of rowdy amusement to let off steam. Tievas are rarely found in the organized armies of Ende, even armies of Chaos, for they are generally thought to be untrustworthy and cowardly. They are, however, hired as spies by all the lords of the region, including lords of Lawful alignment.

Tievas usually worship Ratri, the goddess of night, Lord Shiva, the god of death, and the black earth mother Kali.


The yaksha are dwarves that separated from the dwarves of the west a very long time ago. As such, they are quite different from their kin in Antilia and the Motherlands.

While most dwarves are gruff in demeanor and generally unhandsome (from a human point of view), the yaksha are remarkably sensuous. The females are curvaceous and viviceous, the men dashing and ferocious when roused. They live in heated casverns, and prefer to show off plenty of skin – they’ve got it, so why not flaunt it.

The strongholds are highly ornamented, with many gemstones and carvings. They are well lit, and kept very plush, for the yaksha are the keepers of the wealth under the earth, and while they may appear to be softer than other dwarves, they are in fact skilled warriors who guard their monopoly on mining precious metals and stones viciously.

The yaksha are worshipers of Lord Shiva, who is not only a god of death, but also of the valuables hidden within the earth.

The NOD Companion Released (About Damn Time)

So I finally went and done it – I finished The NOD Companion for Blood & Treasure. What is it?

This supplement for the Blood & Treasure RPG collects in one place articles that players will find useful from NOD Magazine, including more than a dozen new character classes, new character races, new spells, new equipment and several optional rules to help customize your game experience. You’ll also learn the history of the NOD campaign setting and get a glimpse at just how large that setting is!

In more detail, the following is included in the game:

* An overview of the NOD campaign setting

* The History of NOD and its races

* Racial Class Variants – Half-Orc Thug (Barbarian), Elven Gallant (Paladin), Dwarf Prospector (Thief), Gnome Prankster (Thief), Halfling Gypsy (Thief),

* New Races – The Macabre, Notac-Ichat and Utu (the fellows on the cover)

* New Classes – Anarchist, Beastmaster, Charlatan, Chevalier, Curmudgeon, Demoniac, Demonologist, Diablo, Elementalist, Gourmand, Jack-of-all-Trades, Leech, Psychic, Puritan, Scientist, Shadowdancer, She-Devil, Slave Girl, Soulknife, Tomb Raider, Valkyrie, Vampyre, Venturer, Vigilante, Wushen

* New Weapons and Weapon Variations

* New Armor

* Partial Armor

* Used Armor

* New Henchmen and Hirelings

* Clothes Make the Adventurer

* New Spells – for the Charlatan and Elementalist, but most are available to other classes as well

* Optional Rules –

* Proficiency System for Weapons, Tasks and Spells

* Psionic Powers for All (including psychic duels)

* New Heroic Tasks (Appraise Value, Attend Court, Communicate, Disguise, Drive Wagon, Gather Rumors, Identify Specimen, Note Unusual Stonework, Seafaring, Spelunking, Tumble)

* Zero-Level Characters

All packed into 102 pages

So, if you like extras for role playing games and you like Blood & Treasure, you might want to look into grabbing this book.

E-Book is $5.99

Soft Cover is $9.99

Hard Cover is $19.99

AND – if you buy the hard cover, I’ll throw in the PDF for free. Just send me an email (check the right-hand column) with a copy of the receipt. That deal’s so good, I must be CRAZY!

A good way to end 2013, now I need to get busy writing for 2014!

Madame Blavatsky is my Dungeon Master

Since I’m currently working on a pseudo-Atlantis hex crawl at the moment, I’ve been doing some light reading (i.e. Wikipedia) on subjects related to undersea land forms and, of course, Atlantis. This, of course, lead me to some articles on Madame Blavatsky‘s Theosophy and that group’s thoughts on Atlantis and its place in their cosmology. As I read up on the “root races” concept, I couldn’t help but see fertile ground for a very entertaining science-fantasy campaign. What follows is an outline that folks might find useful:

The theosophists believed (okay, made up – sorry, I’m a science guy, so I don’t jibe well with the realms of pseudo-history, pseudo-anthropology and pseudo-science) in the concept of root races – races of “humanity” that preceded modern human beings. These races were supposed to be our forebears, and indeed shared the planet with us. In these elder days long forgotten, planet Earth was very different than the Earth we know today, geographically-speaking. The theosophists were working off of some theories popular at the time that have since been abandoned, specifically the notion that continents could sink into and be raised from the ocean depths. Understanding continental drift as we now do, we know that Earth’s continents were configured differently back in the day, but we also know that this was not due to continents sinking or rising from the ocean floor.

A Theosophy-inspired campaign might be set in the waning days of Atlantis. That civilization is no longer at its height (this ties into the implied setting in D&D of a medieval world built on the ruins of a more highly advanced world), but it isn’t at the point where it’s sinking into the sea. We will also assume that the other root races are still knocking around, and that modern humans are now appearing on the scene – that gives us the “multiple races” concept we need for good and proper D&D. Of course, we’re going to mess with those races just a bit to make them work better in terms of the game rules.

So, first things first – what are the different races, and where can they be found.

The first race, the eldest race (so we’ll call them the elders) were an ethereal race. These folks are actually composed of etheric matter – which in D&D terms means they can only be hit (or attack material creatures) with silver and magic weapons. That doesn’t work too well as a playable race. The original elders were formed when Earth was still cooling – their ethereal bodies were unaffected by the heat – but their descendants are less ethereal. They reproduce as amoebas, by dividing their bodies, and are the forebears of the second root race, a golden skinned people. Perhaps these modern elders are halfway between their purely ethereal forebears and their golden skinned descendants. They’ll have silvery-grey skin, be slight and graceful, can walk through walls once in a while but are otherwise vulnerable as normal humans are to cold and heat and physical duress. Their slight forms make them quiet (i.e. move silently). Because they reproduce by dividing, they are asexual. While they can be found all over the primordial world, their “home base” is Mount Meru, an ethereal (and invisible) mountain at the center of all creation.

Elders for B&T
Elders are medium-sized creatures with a base land speed of 30. They have darkvision to a range of 60 feet and a knack for moving silently. Since the matter of their bodies is only about 90% material, they suffer a one point penalty to starting strength, but gain a one point bonus to starting dexterity; an elder’s starting ability scores cannot be reduced below 3 or increased above 18 due to these modifiers. Once per day, an elder can force their bodies to become completely ethereal, per the ethereal jaunt spell, for 1 full minute. In addition, an elder can reduce its solidity enough to reproduce the effects of the blur spell for a total of 1 minute per day. Elders can multi-class as fighter/thieves, thief/magic-users and thief/clerics.

The second root race are the Kimpurshas (sometimes called Hyperboreans). The Kimpurshas are golden-skinned humanoids who reproduce by budding – so again, no males or females in this race. They hailed from a great northern continent that was tropical, because Earth had not yet received its axial tilt. In time, this continent was shattered and altered, so that the Kimpurshas had to move on. They can still be found in the world as nomadic sea peoples – sometimes merchants, sometimes pirates – moving about in great, ancient galleys.

Kimpurshas for B&T
Kimpurshas are medium-sized creatures with a base land speed of 30. They have darkvision to a range of 60 feet. Possessed of vril (mystic energy) in their veins, they enjoy a one point bonus to their starting charisma scores due to this infusion of energy, but suffer a one point penalty to their starting intelligence scores due to their primitive lifestyle; an elder’s starting ability scores cannot be reduced below 3 or increased above 18 due to these modifiers. A kimpursha’s magical blood gives them a +3 bonus to save vs. magical effects (spells, powers, etc.) and a +1 bonus to all other saving throws; they are famed for their luck. As kimpurshas are nomads of the waves, they have an innate ability to predict the weather and a knack for keeping their balance. Their climb speed up non-sheer surfaces (i.e. where they have hand-holds) is 15 feet per round. Kimpurshas can multi-class as sorcerer/fighters, sorcerer/thieves and sorcerer/clerics.

The third race are the Shalmalians (sometimes called Lemurians). The Shalmalians are taller and larger than modern humans, and have black skin. They inhabited the continent of Shalmali (Lemuria) in the Indian Ocean and southwest Pacific, a continent that is no longer with us. Their remnant populations now reside in proto-Africa, proto-India and proto-Australia. There were four sub-races of the Shalmalians, the first three reproducing by laying eggs, the fourth as modern humans. I think for our purposes it is more fun to have them be egg-layers (which also gives a nice tie-in to Barsoom!). They aren’t as advanced as the Atlanteans, so we’ll give them a medieval level of technology and cool weapons and armors based on Africa and India. Since dinosaurs still roam this primordial Earth, we’ll also make them the masters of these great beasts, using them as beasts of burdens and as war-beasts. Imagine an 8-ft. tall Shalmalian knight astride a triceratops in mirror armor with lance and curved sword!

Shalmalians for B&T
Shalmalians are medium-sized creatures (though they often grow to almost 9 feet in height) with a base land speed of 30 feet. Their size gives them a two point bonus to starting strength, but they suffer a one point penalty to starting wisdom due to their bravado and tendency to use their strength to solve their problems; an elder’s starting ability scores cannot be reduced below 3 or increased above 18 due to these modifiers. Shalmalians have a knack for taming wild animals and using them as mounts. They can multi-class as fighter/clerics, fighter/magic-users and fighter/thieves.

The fourth race are the Atlanteans, of which there were several sub-races. For our purposes, we have the High Atlanteans (essentially based on the American Indians) and the Low Atlanteans (essentially based on the Turanian peoples – a nice tie to Hyborea!). The High Atlanteans built an amazing civilization that harnessed vril (google it!) to power their flying machines, telecommunications, etc. They had aerial battleships that carried 50 to 100 fighting men who launched poison gas bombs and fire-tipped arrows, etc. The High Atlanteans worshipped the Sun as the ancient Egyptians did (their descendants) – so our Lawful clerics are sun worshipers. Unfortunately, they eventually fell into the use of black magic (chaotic clerics and magic-users) and became materialistic – they fall, and the Low Atlanteans (who also use black magic) become dominant. Atlantis is torn by strife and goes post-apocalyptic on us. Some old vril-powered technology (magic items) survive, but most is gone. The people have a medieval-level of technology now and the end is coming soon.

High Atlanteans for B&T
High Atlanteans are medium-sized creatures with a base land speed of 30. Natural magicians, they enjoy a one point bonus to starting intelligence. Their over-reliance on vril-powered technology and fine living imposes a one point penalty on their starting constitution. High Atlanteans are usually well-educated, and have a knack for deciphering codes and activating magic-user scrolls (with a penalty to the roll equal to the level of the spell; one an activation is failed, the scroll is worthless and the Atlantean suffers damage equal to the level of the spell). High Atlanteans have limited telepathic abilities, being able to communicate telepathically with sentient creatures up to 150 feet away. This also allows them to attempt to implant a suggestion, per the spell, once per day in other humanoids. High Atlanteans can multi-class as fighter/magic-users, cleric/magic-users and magic-user/thieves.

Low Atlanteans for B&T
Low Atlanteans are medium-sized creatures with a base land speed of 30. They enjoy a one point bonus to starting intelligence but suffer no constitution penalty, and they have a knack for deciphering codes and can communicate telepathically up to 150 feet, but without the ability to implant suggestions. Low Atlanteans can multi-class, as High Atlanteans, at first level or choose to change classes in mid-play as humans.

The fifth race (and now things get tricky) are the Aryans. Yeah, the people with “moon-colored” skin. They emerge from the Atlantean race and leave Atlantis to found other kingdoms – specifically on an island in the shallow sea that will become the Sahara Desert – The City of the Sun, and on a similar island in what will become the Gobi Desert – The City of the Bridge, located directly beneath the etheric city of Shamballa. These people are guided by the Lord of the World and will eventually become many different peoples in the modern world – Hindus, Arabs, Persians, Greeks, Celts, Teutons and Slavs. To play this campaign, you’ll need to get over the old idea of the Aryans being a master race, and just play them as “normal humans”. If necessary, drop the word Aryan.

Aryans for B&T – as humans in B&T

So we have a large campaign map and several races. Classes are according to whatever version of the game you play. The point is still one of exploration (primarily in the ruins of Atlantis) and treasure hunting. Lawful clerics want to reestablish Sun worship, so maybe they want to enter Atlantis in search of holy relics. Magic-users are searching for ancient Atlantean wisdom – perhaps all magic in this campaign is powered by vril, and the magic-users are trying to discover the secrets of that science, now lost to mankind (but still lurking in the hollow world with the aasimar vril-ya). Wildlife is from the age of the dinosaurs (which means – whatever dinosaurs we like, and maybe well throw in some ancient mammals as well). Serpent men are lurking about, as well as other degenerates (goblins, orcs, etc.). You get the idea.

A Dungeon Where Apes Evolved from Men?

If one were to draw a Venn diagram of people into fantasy RPG’s and people into Planet of the Apes, I think there would be a pretty good overlap. Likewise, I think there is a pretty good overlap between the Planet of the Apes concept and fantasy gaming – i.e. the ape campaign.

First, let’s get our stuff straight here. Planet of the Apes, the movie franchise, and Planet of the Apes, the book, are two very different animals. There are similarities to be sure, but the differences are pretty major.

The movies were part of the bleak sci-fi period that included such gems as Omega Man, Logan’s Run, Soylent Green and Herbie Goes Bananas (a controversial stand on the last one, but I’m standing behind it). Here, we have mankind destroying itself with nuclear weapons, creating what one might call a “Gamma World” to coin a phrase, this being preceded by presumably genetically-modified apes staging race riots.

The book, written by Pierre Boulle, is quite different. First – it’s fairly boring. One can think of it as a book in the style of Gulliver’s Travels, as it’s mostly a matter of social critique. In this scenario, man grew decadent, using trained apes to do his work. As the apes learned more and more, they grew dissatisfied and eventually threw man out of his own home. Apes didn’t need us anymore. And humans … they didn’t fight back. They wandered into the woods, seemingly content to live as animals. Apes just took up where we left off, the difference being that while they understood our technology, they weren’t very creative.

Applying either scenario to a fantasy world – some magical apocalypse or the flow fall of man into decadence and the rise of a new order – works. You have ancient ruins (a place to adventure), some semblance of civilization (a place to rest between adventures) and, most importantly for fantasy gaming, you have multiple “races” to adventure with. Imagine porting into the world of Greyhawk to discover that Ape Law has been imposed there. Sounds pretty fun.

A few notes before I begin. I’m writing these ape “races” as though they are still physically indistinguishable from normal apes – i.e. I’m not making them people in masks as in the movie franchise. Second – apes are strong. Really strong. I’m not shying away from this, so expect high strength bonuses. If you were running nothing but apes in a game, you can adjust for this higher damage output and let them advance as far as they want in various classes. If you’re running these apes with other races, you’ll need to limit their class advancement to some extent. I’ve included these class level limits below in italics.

Gorillas are the warriors of the apes; burly and brash and easily annoyed. Gorillas add +6 to their starting strength (max. 24). They modify their starting constitution by +1 and reduce their starting intelligence by 1 (max. 18, min. 3). When not using a weapon, a gorilla can make a claw or bite attack each round, scoring 1d4 points of damage. They are capable of launching into a menacing display of power that forces creatures with 0 HD or less than half the gorilla’s hit dice to pass a Will saving throw or be frightened for 1d4 rounds. Gorillas are limited to 7th level, except as fighters, at which they can advance to 9th level.

The chimps are the scholars of the ape people, always curious and often chattering. Chimps add +2 to their starting strength (max. 20). They modify their starting intelligence by +1 and reduce their starting wisdom by 1 (max. 18, min. 3). Chimps have a knack for climbing sheer surfaces. In place of a weapon attack, a chimp can make a claw or bite attack that deals 1d3 points of damage. Chimps are limited to 9th level, except as magic-users, at which they can advance to 11th level.

Orangutans are the “wise old men” of the ape community, bureaucrats, clergy and leaders. Orangutans add +4 to their starting strength (max. 22). They modify their starting wisdom by +1 and reduce their starting charisma by 1 (max. 18, min. 3) due their stodginess and superior attitudes. Orangutans have a knack for climbing sheer surfaces. In place of a weapon attack, an orangutan can make a claw or bite attack that deals 1d4 points of damage. Orangutans are limited to 8th level, except as clerics, at which they can advance to 10th level.

Mythic Races IV – The Primordials

The primordials are an ancient collection of dinosauroid species native to the jungles of Hybrasil. All are based on a pairing of an Aztec deity with a dinosaur, with a little magic thrown in.


The quetzal are high-flying, arrogant pteranodons, the size of humans, who consider themselves the natural ruling class of the primordials. The others do not share this belief, but they are often content to ignore the quetzals rather than argue the point. They look like flying reptiles with rainbow-colored plumage. They have thin, long faces and rather impressive azure eyes.

Quetzals are medium creatures with a movement rate of 30 feet per round on land and a fly speed of 30 feet per round. Because their bones are hollow, they count as small creatures in combat, in regards to tactical advantage and their ability to wield weapons. They have darkvision to a range of 60 feet.

Quetzals fragile bodies impose a 2 point penalty to their starting constitution scores, but they enjoy a 1 point bonus to starting intelligence and wisdom. It’s not for nothing that they believe themselves the most fit for leadership among the primordials. These ability modifications cannot increase a score above 18 or reduce it below 3.

Quetzals are as magically inclined as the other primordials. A quetzal with an intelligence of 10 or higher can cast the following spells, each once per day: dancing lights, flare and color spray.

Quetzals speak Common and Primordial. They might also speak Couatl, Dragon, Lizardman, Sylvan, Troglodyte or Celestial.

Quetzals may multi-class as cleric/fighters, cleric/sorcerers and cleric/thieves.

The coyol are fearsome and frightening primordials. They have the appearance of velociraptors with milky white scales and pitch black feathers on their arms and tails. They have toothy grins and unwavering eyes that can bore a hole through a person’s skull (not literally).

Coyols are small creatures with a movement rate of 40 feet per round. They have darkvision to a range of 120 feet. They have a bite attack that deals 1d4 points of damage.

The coyols are like forces of nature, with boundless personalities. Their natural propensity to lead and their constant drive to get what they want gives them a +1 bonus to starting charisma, but this focus on ego also gives them a -1 penalty to starting wisdom. These ability modifications cannot increase a score above 18 or reduce it below 3.

Coyols have magic in their blood, though this magic changes with the phases of the moon. When the moon is waxing and when it is full, a coyol with a charisma of 10 or higher can cast the following spells, each once per day: daze, light and hypnotism. When the moon is waning or new, they can cast darkness once per day.

Coyols speak Common and Primordial. They might also speak Dragon, Kobold, Lizardman, Sylvan, Troglodyte or Fiendish.

Coyols may multi-class as druid/sorcerers, fighter/sorcerers and sorcerer/thieves.

Tezcats are large primordials, with scaly skin that forms a sort of armor plating on their backs, chests, faces and arms. They have squat legs, thick, armored tails and are almost as wide as they are tall. Their scales are turquoise in color and their faces have the appearance of turquoise skulls. Tezcats are warriors born, and relish taking the front line in any fight.

Tezcats are large creatures with a movement rate of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for breaking down doors. A tlaloc can make a tail attack in combat for 1d4 points of damage. Their armor plating gives them a natural AC 12.

Tezcats are brutes, adding one point to their starting strength score. Their tiny heads and brains, however, don’t lend themselves to brilliance, so they lose one point from their starting intelligence score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Once per day, a tezcat can unleash a deep, long bellow that acts as a gust of wind spell.

Tezcats speak Common and Primordial. They might also speak Dragon, Lizardman, Troglodyte, Troll or Air Elemental

Tezcats may multi-class as cleric/fighters, fighter/sorcerers and fighter/thieves.


Tlalocs look like humanoid toads with glistening, bright green hides and needle-like spikes running up their arms and down their backs. They have large, golden eyes that can show an incredible cunning when their owner wishes them to, but otherwise look blank and inscrutable. Two long fangs jut from their thin, crooked lips. Tlalocs stand about as tall as dwarves, though this is partially because of their hunched postures.

Tlalocs are medium creatures with a movement rate of 30 feet per round on land and a swim speed of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for jumping and leaping. Tlalocs can hold their breath for a full minute before needing to breath. A tlaloc can make a bite attack in combat for 1d4 points of damage.

Tlalocs are quick and cunning, adding one point to their starting dexterity score. Their foul personal habits and monstrous appearance gives them a one point penalty to their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.

As a primordial species, Tlalocs have a natural affinity for and control over water. A tlaloc with a wisdom score of 10 or higher can cast the following spells, each once per day: acid splash, ray of frost and obscuring mist.

Tlalocs speak Common and Primordial. They might also speak Dragon, Fiendish, Lizardman, Mugwump, Troglodyte, or Water Elemental

Tlalocs may multi-class as cleric/thieves, fighter/thieves and sorcerer/thieves.

Mythic Races III – The Vedans

From the jungles and deserts of the south come four new mythic races, collectively the vedans.

While the vedans share many traits, the most important is the unique way they multi-class. All vedans are capable of advancing in three classes simultaneously. Unlike most races, though, they only operate under the rules of a single class at a time. A fighter/magic-user/thief, for example, can choose to be a fighter one day, a magic-user the next, and a thief on another day. The choice must be made that night before the vedan sleeps, and it is the vedans heroic dreams that night that align their thinking that they may be born the next morning in their chosen class. Because they act in only one class at a time, they advance using the XP chart of their most expensive class.

Yamarans are green-skinned humanoids associated by other vedans with death. While they have their morbid sides, most cultivate an image of decadent lethargy, lounging about, taking it all in and only acting when it is most advantageous to do so. Yamarans have grim senses of humor, and some hide rather potent tempers beneath their disinterested facades. Yamarans are never Lawful (Good), but they need not be Chaotic (Evil).

Yamarans stand about as tall as human beings. Other than their green skin (and sometimes oversized canine teeth), they generally look like human beings save that their arms fork at the elbow into two separate forearms – they have four hands, but only two arms emerging from their shoulders. Because of this anatomical oddity, armor costs are 10% greater for yamarans than for other humanoids. Because of their multiple hands, they can wield two bucklers in addition to wielding one or two weapons. Generally, their multiple hands are two closely spaced to allow them to wield more than two weapons at a time effectively.

Yamarans may multi-class as assassin/barbarian/cleric, using the rules mentioned above, or as assassin/clerics, assassin/magic-users or assassin/fighters using the normal multi-classing rules. A yamaran that awakens as an assassin finds that his skin has turned a deep blue color, giving him a +2 bonus to hide in shadows. A yamaran that awakens as a barbarian, he finds his skin as become blood red, and his lower canines have grown into tusks, giving him a bite attack that deals 1d3 points of damage. A yamaran who awakens as a cleric retains his green skin, and gains the ability to cast deathwatch once per day as a bonus spell.

Yamarans speak Common and Vedan. They might also speak Goblin, Ogre, Ogre Mage, Sylvan or Fiendish.

Rudrana are vedans of the mountains, storm chasers who thrill to the crack of thunder and flash of lightning. They are outdoorsmen with fiery tempers and an enormous hunger for life and experience. The rudrana become bored easily, and they delight in all the new fads and fashions.

Rudrana stand slightly taller than human beings. They have ruddy skin, three heads and four arms, all based on the human pattern. Because of their strange anatomies, armor costs are 50% greater for rudrana than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

Rudrana enjoy a +2 bonus to save vs. electricity damage, so in tune are they with lightning. Once per day, they can use the spell shout. Because of their multiple heads, rudrana are only surprised on a roll of 1 on 1d8. Unfortunately, three minds are often distracting, and rudrana suffer a -1 penalty to initiative rolls.

Rudrana may multi-class as druid/ranger/magic-users, using the rules mentioned above, or as ranger/druids or ranger/magic-users using the normal multi-classing rules.

Rudrana speak Common and Vedan. They might also speak Dwarf, Hobgoblin, Storm Giant or Sylvan.

Vishnaru are the holy vedans, wise and philosophical preservers of cosmic order. They are intellectual and tend to be very beautiful. Vishnaru are often Lawful (Good), but are never Chaotic (Evil).

Vishnaru stand slightly taller than human beings. They have light blue skin and four arms. Because of their strange anatomies, armor costs are 50% greater for vishnaru than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

All Vishnaru are surrounded by a halo of light as bright as a torch. They can willingly suppress this halo.

Vishnaru may multi-class as cleric/magic-user/fighters, using the rules mentioned above, or as cleric/magic-users or cleric/fighters using the normal multi-classing rules. Vishnaru that multi-class using the special rules gain the following benefits: In the cleric form, a vishnaru’s halo acts as a paladin’s protection from evil aura. In the fighter form, the vishnaru’s halo grants him extra-sensory powers, denying his opponent’s any bonuses from outnumbering him or attacking from behind. In the magic-user form, the vishnaru’s halo grants him a +2 bonus to Will saving throws vs. spells and spell-like effects.

Vishnaru speak Common and Vedan. They might also speak Elf, Gnome, Celestial, Dragon or Sylvan.

Agniri are born of flame, and enjoy deep passions and a preternatural ability to communicate with others. They are bright and engaging folk, rarely materialistic, who enjoy visiting and experiencing strange cultures. Despite their propensity for travel, agniri always seem to be at home, and they have a knack for making others feel at home.

Agniri stand as tall as human beings. They have bright red skin, two heads and four arms. Because of their strange anatomies, armor costs are 50% greater for agniri than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

Agniri enjoy resistance to fire and a +2 bonus to save vs. non-damaging fire effects. They have a knack for communicating (treat this as a task roll modified by charisma, allowing them to communicate in very simple terms in languages they do not already know).

Agniri may multi-class as bard/magic-user/fighters, using the rules mentioned above, or as bard/clerics, bard/magic-users or bard/fighters using the normal multi-classing rules.

Agniri speak Common and Vedan. They might also speak any other language they wish, though most learn Dragon, Fire Giant and/or Fire Elemental.

Mythic Races II – The Olympians

Continuing with the mythic races, today we have the Olympians. In this case, I imagined them as looking like metallic statues of the gods they are named for – enjoy.


Herculoids are large, robust mechanical men with bronze skin. They were built for strength and battle, primarily in arenas, and relish taking on large and huge monsters in front of a crowd. Herculoids like to stay well-oiled and polished. They tend to be arrogant and brash, but more often than not they can back up their bravado with their deeds.

Herculoids stand about 8 feet tall and count as medium-sized creatures. However, when their ire is raised (or when they want to show off for a crowd), they can “flex” their “muscles”, increasing their size to large and gaining the bonuses and penalties associated with that size. They have a movement rate of 30 feet per round and can see up to 60 feet in the dark. Their metallic skin gives them a natural AC of 13. Their construction makes it impossible for them to wear platemail and plate armor.

Herculoids are quite strong, adding two points to their starting strength score. They are not built for brain power, though, and thus lose two points from their starting intelligence score. A herculoid’s starting ability scores cannot be altered above 19 or below 3.

A herculoid’s braggadocio makes them stubborn foes; they enjoy a +2 bonus to save vs. fear and fatigue, and have a knack for bending bars and breaking down doors. They are, however, easily goaded into fights, suffering a -2 penalty to save vs. such mind-affecting effects.

Herculoids are +1 to hit huge monsters, and increase their AC by +4 against dragons and hydras.

Herculoids speak Common and Olympian. They might also speak Earth and Fire Elemental, Cyclopes, Harpy, Sylvan and Dwarf.

Herculoids cannot multi-class, as they have one track minds.

Apolloids look like peerless sculptures of male humans. Their skin is made of gilded steel and dazzles the eyes when struck with sunlight (or magical light). Beautiful and conscious of their beauty, apolloids have a penchant for waxing poetic and commanding the stage. They are generally narcissists with the beauty and charm to get away with it – at least for a while.

Apolloids are medium-sized creatures with a base speed of 30 feet. Their metallic skin gives them a natural AC of 12. Their construction makes it impossible for them to wear platemail and plate armor.

Apolloids are graceful and charming, increasing their starting dexterity and charisma scores by one point. Their egotism and delicate construction mean they suffer the loss of one point to their starting wisdom and constitution scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Apolloids are creatures of light, and can see up to 120 feet in complete darkness. Their honeyed words give them a knack for trickery and a +1 bonus to reaction rolls with all creatures but those who hate the Sun. Apolloids receive a +1 bonus to hit with all bows.

Apolloids can shed light (per the spell) for up to 10 minutes per day. These minutes need not be consecutive. Once per day they can cast daylight.

Apolloids speak Common and Olympian. They might also speak Elf, Sylvan, Air Elemental, Fire Elemental and Dragon.

Apolloids may multi-class as bard/magic-users, bard/clerics and bard/fighters.

Athenoids are warriors born, statuesque fem-bots with steel skin and the minds of tacticians. Athenoids do not look for battle, but never shy from it. They enjoy taking the lead in any situation, but have a tendency to think things through before jumping into battle, unlike the herculoids. They are never Chaotic (Evil) in alignment.

Athenoids are medium-sized creatures with a base movement of 30 feet per round. They can see up to 60 feet in the dark. Their metallic skin gives them a natural AC of 14. Their construction makes it impossible for them to wear platemail and plate armor.

Athenoids are wise and steadfast, enjoying a +1 bonus to their starting wisdom and constitution scores. Their deep thinking, however, makes them slow to act and hard to communicate with, meaning they lose one point from their starting dexterity and charisma scores. These ability modifications cannot increase a score above 18 or reduce it below 3.

Athenoids have a natural affinity for divine spells. An athenoid with a wisdom score of 10 or higher can cast the following spells, each once per day: Virtue, resistance and bless. Athenoids receive a +2 bonus on Will saving throws against chaotic (evil) cleric spells.

Athenoids speak Common and Olympian. They might also speak Celestial, Dwarf, Sylvan, Earth and Air Elemental and Dragon.

Athenoids can multi-class as fighter/war priests (a specialty cleric), fighter/warlocks (a variant of sorcerer) or fighter/scouts (a variant of thief).

The plutoids are grim mechanical men with skin of black bronze. Cthonic folk, they take to darkness and dim deeds like a fish takes to water. Plutoids favor gravity, brevity and dignity; they are not popular at parties. Plutoids are never Lawful (Good), but they need not be Chaotic (Evil).

Plutoids are imposing creatures, always 6 to 7 feet tall, with unsympathetic eyes that can see up to 120 feet in complete darkness. They are medium-sized creatures with a base movement of 30 feet per round. Their metallic skin gives them a natural AC of 13. Their construction makes it impossible for them to wear platemail and plate armor.

Plutoids increase their starting intelligence and wisdom scores by one point, but must deduct two points from their starting charisma scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

As creatures of the underworld, they can detect treasures of precious metals and gemstones worth at least 20 gp as though detecting evil or magic (per the spells). In addition, a plutoid with a wisdom score of 10 or higher can cast the following spells, each once per day: Deathwatch, detect undead and detect poison.

Plutoids speak Common and Olympian. They might also speak Goblin, Sylvan, Earth Elemental, Fiendish and Dragon.

Plutoids may multi-class as assassin/cleric, assassin/magic-user or assassin/fighters.