Narriv

Racial Attributes

  • Wound Points 1d8

  • Control Modifier +2

  • +2 Dexterity

  • +2 Intelligence

  • -2 Strength

Size: Small

  • gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks


Base Speed:
20ft
Medical Class:
Group IV-c (Omnivores)

Languages: Narriv begin play speaking Common. Narriv with linguistics investment might have: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.

Tinker: Narriv gain a +2 racial bonus on Craft (Chemical), Perception, and Computer Use checks.

Rodent Empathy: Narriv gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Darkvision: Narriv can see perfectly in the dark up to 90 feet.

Swarming: Narriv are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two Narriv can share the same square at the same time. If two Narriv in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Narriv are small, rodent-like humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, Narriv are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many Narriv love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It's common to see a successful crew of Narriv traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats.

Physical Description:

Typical Narriv are average 4 feet tall and weigh 80 pounds. They often wear robes to stay cool in the desert or conceal their forms in cities, as they know other humanoids find their rodent features distasteful. Narriv have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears and tails with small rings made of such metals. They are known to train giant rats (dire rats with the giant creature simple template), which they often use as pack animals and mounts.

Society:

Narriv are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city slums. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades.

When a specific Narriv warren grows overcrowded and the surrounding environment won't support a larger community, young Narriv instinctively seek out new places in which to dwell. If a large enough group of Narriv immigrants all settle down in a new, fertile area, they may create a new warren, often with strong political ties to their original homeland. Otherwise, individual Narriv are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home.

Relations:

Narriv tend to get along quite well with humans, and often develop Narriv societies dwelling in the sewers, alleys, and shadows of human cities. Narriv find dwarves too hidebound and territorial, and often mistake even mild criticisms from dwarves as personal attacks. Narriv have no particular feelings about gnomes and halflings, although in areas where those races and Narriv must compete for resources, clan warfare can become dogma for generations. Narriv enjoy the company of elves and half-elves, often seeing them as the calmest and most sane of the civilized humanoid races. Narriv are particularly fond of elven music and art, and many Narriv warrens are decorated with elven art pieces acquired through generations of friendly trade.

Alignment and Religion:

Narriv individuals are driven by a desire to acquire interesting items and a compulsion to tinker with complex objects. The strong ties of Narriv communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals. Most Narriv are neutral, and those who take to religion tend to worship deities that represent commerce and family.

Adventurers:

Narriv are often driven by a desire to seek out new opportunities for trade, both for themselves and for their warrens. Narriv adventurers may seek potential markets for their clan's goods, keep an eye out for sources of new commodities, or just wander about in hopes of unearthing enough treasure to fund less dangerous business ventures. Narriv battles are often decided by cunning traps, ambushes, or sabotage of enemy positions, and accordingly young Narriv heroes often take up classes such as the Commando, Rogue and Scavenger when it comes to Magical Classes they tend to appear in the Shaman class frequently.

Male Names: Agiz, Brihz, Djir, Ninnec, Rerdahl, Rikkan, Skivven, Tamoq.
Female Names
: Bessel, Fhar, Jix, Kitch, Kubi, Nehm, Rissi, Thikka


Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Cornered Fury:

Narriv can fight viciously when cut off from friends and allies. Whenever a Narriv with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Defense. This racial trait replaces swarming.

Scent:

Some Narriv have much more strongly developed senses of smell, instead of keen eyes and ears. These Narriv have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing. This racial trait replaces tinker.

Skulk:

Some Narriv can blend easily into their environments, and move with surprising grace. Narriv gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty). This racial trait replaces tinker.

Unnatural:

Some Narriv unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These Narriv take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward Narriv is one step worse than normal. This racial trait replaces rodent empathy.


Narriv Racial Feats

Burrowing Teeth (Narriv)

You have teeth and claws that suit you well to digging.

Prerequisites: Sharpclaw, Tunnel Rat, Narriv.

Benefit: You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone.

You do not leave a hole behind, nor is your passage marked on the surface, you may also engage in underground combat with other burrowed creatures such as zerg.

Sharpclaw (Combat, Narriv)

Your nails are large and strong.

Prerequisites: Narriv.

Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Tunnel Rat (Narriv)

You are a master of fighting in confined spaces.

Prerequisites: Narriv, swarming racial trait.

Benefit: You count as one size smaller than normal for the purpose of squeezing.

DM-RP:12

Can be Forsaken: Yes

Attributes: Improved Chakra +1

Slow -1 RP / Quadrupedal +1 RP

Ability Scores: Normal

Skill bonus (Craft [alchemy]) 2 RP

Skill bonus (Perception) 2 RP

Skill bonus (Computer Use) 2 RP

Swarming 1 RP

Darkvision 90 ft. 3 RP

Rodent empathy 1 RP