THE AMPHIBIAN TRIBE (Ug'Dak):
The Ug'Dak or Amphibian Tribe is most often encountered in swamps and dense jungles like the ones in Skraelund, lower Lazarius, and Rhamier. Although predominantly comprised of toad people, there are numerous frog and even salamander people in this tribe that coexist peacefully. Most Ug'dak however are a blend of the three races and display a wide variety of natural adaptations. They usually stay close to the water and congregate in groups.
OTHER TOAD-LIKE RACES: Bullywugs and Grippoli are cousins and intermingling between the tribes is uncommon but not altogether unheard of.
BODY ALTERATIONS: Depending on the Phase of the Ug'Dak, he gains 1 or more powers from this list to add to his template. Suggested body alterations are below to accompany the powers.
ATTRIBUTE MODIFICATIONS:
Animist Toads get +2 DEX and a -2 CHA
SIZE: Animist Toads are of Small size. They stand a tiny 3'+ tall (+1d12 males and 1d8 females) and weigh about 30 + 10d10 pounds for males and 3d10 for females.
DESCRIPTION: The Ug'Dak are heavy and muscular with slimy or pebbled bodies that appear generally overweight. They have colors that range from black, to yellow, electric blue, red, or brown, tan or green of all shades and brightness. The brighter the color, the more poisonous the toad tribesmen.
ATTRIBUTES: +2 DEX, -2 CHA
SIZE: Small size.
SPEED: Ug'Dak base speed is 20 feet.
UG'DAK VISION: Mamluk base sight starts as normal but can be upgraded to low-light vision.
UG'DAK RACIAL ABILITY: Ug'Dak get to choose up to 6 points of racial traits.
AUTOMATIC LANGUAGES: Common, Ug'Dak.
BONUS LANGUAGES: Animist, Sylvan.
FAVORED CLASS: Barbarian
FAVORED ALIGNMENT: No particular alignment.
RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.
REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Zanitar.
REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Zanitar.
UG'DAK ANIMIST POWERS:
1 Point
ANIMAL SPEECH (Ex): Amphibian - The Ug'Dak can speak with Amphibians as a Proficiency in addition to any other languages he knows, this is a Bonus Language.
Suggested Animal Features: The Toadman has a croaking voice. The Ug'Dak has a booming voice that carries.
HIBERNATE (Ex): The Ug'Dak can sleep for as many days as his CON score, waking up weakened by 1 STR and CON per three days. Recovery: The Ug'dak heals 1 (each) point of STR and CON per day that a good meal is had. In hibernation, he heals at +1 HP per day, and needs no food or water. This is a great ability to have when food is scarce or the temperature is inhospitable. Amphibians are cold-blooded—that is, their body temperature stays about the same as the temperature of their surroundings. Those that live in regions with harsh winters hibernate during the cold weather. Many of those that live in warm, dry climates estivate—that is, become inactive during summer.
Suggested Animal Features: The Toadman has sleepy looking eyes, the Toadman yawns often, the Ug'Dak naps every noon. He complains about extreme temperatures.
MEDIUM-SIZED (Ex): Amphibian's sizes are normally small but this one is a giant amongst his people. He now is medium sized and stands between 4'5" and 5'4" weighing 100 to 140 lbs.
UNDERWATER VISION (Ex): The Ug'Dak can see in the water 60' feet in all but the most cloudy of water, even if too dark for normal humans.
Suggested Animal Features: The Toadman has bulbous alien looking eyes.
2 Point
BURROW (Ex): The Ug'Dak can burrow through soft earth at his normal movement rate.
Suggested Animal Features: The Toadman has prominent webbed hands and feet. The Ug'Dak has a lumbering gait like a troll.
CAMOUFLAGE (Ex): Many frogs and salamanders have brightly colored skin. The color results from pigments (coloring matter) found in special cells that lie just below the epidermis. Movement of the pigments in the cells allows some species to change color rapidly. For example, some change color when the temperature goes up or down. A Toadman who has chosen Skin Poison can choose camouflage but it merely offsets the normal -4 penalty. Camouflage grants a +4 to all Hide rolls.
Suggested Animal Features: The Toadman has olive, green, grey, or tanned skin.
SWIM (Ex): The Ug'Dak can swim at his normal movement rate.
Suggested Animal Features: The Toadman has prominent webbed hands and feet. The Ug'Dak has a lumbering gait like a troll.
WATER BREATHING (Ex): The Toadman can breathe water as well as air and has both gills and lungs.
Suggested Animal Features: The Ug'Dak has small gills. His fingers are slightly webbed. She has a barrel chest.
3 Point
LEAP (Ex): The Toad person can leap horizontally 1 foot per point of STR he possesses, He may leap 1 foot vertically per 2 points of Strength he possesses, and may double these ranges when a running leap is made. (IE: Standing still, Bur'ruuup who has a 12 STR may leap a 12' wide chasm, leap 6 feet upwards, and if running make a leap of 24 feet length and 12 foot height!). The Toadman cannot wear any armor heavier than leather to LEAP.
Suggested Animal Features: The Ug'Dak has splayed out legs. His legs are heavily muscled.
LOW-LIGHT VISION (Ex): The Toad person can see twice as far as a human under starlit conditions.
Suggested Animal Features: The Ug'Dak has the eyes of a toad.
NATURAL ARMOR (EX): The Toadman has thick warty skin which gives him a +2 natural armor class.
Suggested Animal Features: The Ug'Dak has thick, warty, pebbly skin.
TELESCOPING TONGUE (Ex): The Ug'Dak can make an entangling attack with his sticky tongue. His tongue can threaten a 10 feet area and is considered a natural ranged attack for Attacks of Opportunity. The tongue can only be used on one victim at a time. It does no damage but the victim is treated as if he is Entangled (-2 penalty to attack rolls, -4 penalty to DEX, and can't move. An Entangled character who attempts to cast a spell must make a Concentration check (DC: 15) or lose the spell. The victim can break free by using a full round action to make a STR check (DC: 20). Those who succeed at the STR check are free. The Tongue has the Ug'Dak's AC (Without Armor) and 1/2 the Ug'Dak's normal Hit Points.
Suggested Animal Features: The Ug'Dak has the jaw structure and tongue of a Giant Toad.
4 Point
ALL AROUND VISION (Ex): The Ug'dak's bulbous eyes are on the top of his head and each eye can focus independently allowing the toadman to see all around his body. The prevents the Ug'Dak from being snuck up upon. and allows him full command of the battlefield.
CLIMB (Ex): The Ug'Dak gains the climb feat due to miniature suction pads on their fingers and toes. To climb they cannot wear boots or gloves.
Suggested Animal Features: Three outsplayed fingers with one thumb. The fingers are round and bulbous with millions of tiny dimples in them.
LIMITED REGENERATION (Ex): The Ug'Dak gains the ability to regrow lost limbs. This takes 20 days minus the Ug'Dak's Con Score. The Ug'Dak cannot reattach limbs and is still vulnerable to normal types of damage. The Ug'Dak is still killed if beheaded.
SKIN POISON (Ex): The Toadman possesses Secreting Skin Poison (DC: 10 +1 per CON Mod) This is a contact poison secreted by the Toadman's skin doing 1d4 CON damage Initially and 1d4 CON Secondary Damage. Touching the Toadman is enough to invoke a save. They are immune to their own poison, even if the Ug'Dak possesses no poison himself. There is sufficient poison on their skin to make one arrow per CON point per day. These poisoned creatures have brightly colored skins to warn predators. -4 to Hide rolls.
Suggested Animal Features: The Toadman has glistening skin of one or more bright colors like electric blue, fire red, brilliant orange, or canary yellow.