>[!infobox]+ >#### Sakari >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Small| >|**Type**|Humanoid| >|**Subtypes**|Vaal| >|**RP**|0| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|12 years years| >|**Intuitive**|+1d4| >|**Self-Taught**|+1d6| >|**Trained**|+2d6| >|**Middle Age**|20 years| >|**Old**|30 years| >|**Venerable**|40 years| >|**Maximum**|40+1d20 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Male**|43+2d4 in.|65+(2d4×3) lbs.| >|**Female**|40+2d4 in.|50+(2d4×3) lbs.| # Sakari  ##### (Suh-kar-ee) Sakar (singular sakari) are desert-dwelling members of the vaal who traverse the wastes of Antaris. They are sometime called 'ratfolk,' as they have large ears, protruding teeth, and often use giant rats (dire rats with the giant creature simple template) as pack animals and mounts.  ## Physical Description Typical sakari are, on average, 4 feet tall and weigh 80 pounds. They often wear robes to stay cool in the desert. Sakari have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears with small rings made of such metals. ## In society ...  ## Relations ...  ## Alignment and Philosophy ...  ## Adventures ...  ## Naming Traditions ... **Male Names:** Amboara, Fali, Helsi, Jao, Mamiso, Nrinda, Vanon **Female Names:** Dalia, Ilo, Lalanda, Mamee, Onji, Salaee, Zivo  <br> # Racial Traits (9 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** Sakar are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength. - **Size:** Sakar are Small and thus 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. - **Type:** Sakar are humanoids with the sakar subtype. - **Base Speed:** Sakar base land speed is 20 feet. - **Languages:** Sakar begin play speaking Common and ?. Sakar with high Intelligence scores can choose from the following: ?,?,?,?,?,? and ?. See the [[Languages of Temnia]]page for more information about these languages. #### Feat and Skill Racial Traits - **Keen Senses:** Sakar gain a +2 racial bonus on Perception checks. - **Rodent Empathy:** Sakar gain a +4 racial bonus on Handle Animal checks made to influence rodents. #### Offense Racial Traits - **Swarming:** Sakar are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two Sakar can share the same square at the same time. If two Sakar in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. #### Senses Racial Traits - **Darkvision:** Sakar can see perfectly in the dark up to 60 feet. - **Scent:** Sakar have a strongly developed senses of smell, and gain the scent ability. <br> # Sakari Subraces <br> ## Mandani Mandan (singular Mandani) are more taller and broader than their Sakar kin. ### Alternate Racial Traits Mandani have the following alternate racial traits: - **Ability Score Modifiers:** Mandan are hale and hardy, but rather crude. They gain +2 Constitution, +2 Intelligence, –2 Charisma. These ability score modifiers replace the standard ability score modifiers. - **Size:** Mandani are Medium creatures and thus receive no bonuses or penalties due to their size. This size the standard size. - **Fast:** Mandan have a base movement speed of 40 feet. This racial trait replaces speed. - **Bite:** Mandan have powerful jaws and strong teeth, granting them a bite attack (1d4 damage). - **Plagueborn:** Mandan gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This racial trait replaces swarming. - **Low-Light Vision:** Mandan can see twice as far as a human in conditions of dim light. This racial trait replaces darkvision. - **Subtle:** While not as small as their sakar cousins, mandan are quite skilled at passing by unnoticed. Handan gain +2 racial bonus on stealth checks. This racial trait replaces scent. ## Takari Takar (singular Takari) are smaller and slimmer than the their Mandan or Sakar cousins. ### Alternate Racial Traits Takar have the following alternate racial traits: - **Ability Score Modifiers:** +2 Dexterity, +2 Wisdom, –2 Strength. - **Bite**: Takari have powerful jaws and strong teeth, granting them a bite attack (1d3 damage). - **Plagueborn:** Takari gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. - **Light Sensitivity:** Takari are dazzled as long as they remain in an area of bright light. - **Nimble (1 RP):** +1 racial bonus to all Reflex saving throws. ## Favored Class Options The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. <br> - **Alchemist** The alchemist gains +1/6 of a new discovery. - **Arcanist** Add 1/3 to the number of times per day the arcanist can use the consume magic items exploit. - **Barbarian** When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls. - **Bard** Increase the bonus provided by the bard’s inspire competence performance by 1/6, and add 1/6 to the number of allies the bard can affect with his inspire greatness performance. - **Druid** Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground. - **Fighter** Add +1 to the Fighter’s CMD when resisting a bull rush or grapple attempt. - **Gunslinger** Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point. - **Hunter** Add 1 skill rank to the hunter’s badger, dire rat, or riding rat (Pathfinder RPG Monster Codex 177) animal companion. - **Inquisitor** Add 1/2 to Sense Motive checks and Knowledge (dungeoneering) checks to identify creatures. - **Investigator** Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one to which the investigator can already apply inspiration. The investigator can select a different skill at each level. - **Monk** Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging. - **Mesmerist** Gain a +1 bonus on concentration checks to maintain the mesmerist’s hypnotic stare. - **Occultist** Gain 1/6 of a new focus power. - **Psychic** Gain 1/6 of a new phrenic amplification. - **Psion** Gain 1 power point, - **Ranger** Add +1 to an animal companion’s CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus. - **Rogue** Add a +1/2 bonus on Escape Artist checks. - **Spiritualist** Add 1/2 hit point and 1/2 skill point to the spiritualist’s phantom. - **Summoner** Add a +1 bonus on saving throws against poison made by the summoner’s eidolon. - **Swashbuckler** Add 1/4 to the AC bonus provided by cover or improved cover. - **Witch** Add +5 feet to the range of one hex with a range other than “touch.” ## Racial Feats The following feats are available to an elf character who meets the prerequisites. - Burrowing Teeth - Sharpclaw - Tunnel Rat *** #Ratfolk