MAMLUK COMMONER:
The Mamluk Commoners are normal slaves of mixed monster ancestry. They have less of the useful abilities and variances than their Elite and Scholarly cousins but they replace this with stealth and trickery. They often become Rogues, Spies, and even Assassins because they are easily forgotten and are relegated to the simplest tasks such as farmer, laborer, sewer rat, and servant.
ATTRIBUTES: Choose from the below options:
* No Modifiers (+2 Racial Power Points)
* +2 CON but -2 INT or -2 WIS or -2 CHA
* +2 DEX but -2 INT or WIS or CHA
SIZE: Medium size.
SPEED: Mamluk base speed is 30 feet.
MAMLUK VISION: Mamluk base sight starts as normal but can be made either low-light or dark.
MAMLUK RACIAL ABILITY: Mamluk Commoners get to choose up to 4 points of racial traits, 6 if they choose not to augment their attributes. In addition to their normal abilities Mamluk Commoners have two special abilities:
EMULATE RACE: Common Mamluk can use magic items normally restricted to a race. Because of their radically mixed ancestry any race can be emulated. This works like the emulate race function of the Use Magic Device skill. A Mamluk Commoner needs no skill check and those Common Mamluk who possess the Use Magical Device skill gain a +4 when Emulating a Race.
- SOUND IMITATION: A Mamluk Commoner can imitate any voice or sound it has heard. Listeners must succeed on a WILL Save (DC: 16) to detect the ruse.
AUTOMATIC LANGUAGES: Common.
BONUS LANGUAGES: Any, Mamluk mingle with all races and are quick to master foreign tongues.
FAVORED CLASS: Any. Mamluk highest level class is not penalized for multi-classing.
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.
MAMLUK COMMONER RACIAL POWERS:
Mamluk have the mixed ancestry of many ancient monster races and many look different or have racial abilities that enable them to fight better than most creatures. All Abilities have a point cost. (1, .2, .3 or 4) these are added together to get the Mamluk's ECL. 1-4 pts the character is a 0 ECL creature. From 5 to 8 he is a +1 ECL creature. In high level campaigns he may be able to take more than 1 ECL.
Those Mamluk who choose no Racial Bonuses Get 2 bonus points to spend on Racial Powers.
1 PT POWERS:
* ACIDIC SPITTLE: (Ranged touch attack, 30 feet, does 1d3 Acid Damage, CON Bonus Times Daily)
* AMPHIBIOUS: (Swim is a class skill or gains a +2 if already skill, Breathe in Water)
* CRAFTY: (Pick 3 Craft skills at +2 bonus)
* HEAVY FUR: (+1 Natural AC)
* HEIGHTENED SENSES: (Spot and Listen are class skills or gain +2 if already skills)* LOBSTER CLAW: (Oversized claw replaced one hand, doing 1d8 Damage but unusable as a hand)
* LONG-FINGERED: (Sleight of Hand becomes a class skill or gains a +2 if it is already a skill)
* NEEDLE LIKE TEETH: ( Bite 1d3 - Primary)
* SMALL: (+1 AC, -4 Grapple, +4 Hide, 2-4' tall, 8-60 lbs, space/reach 5)
* SWIFT: (+5' Move Rate - can be stacked)
* TENTACLE: (Tentacle replaces arm, reach 10 feet, Damage (Slap) 1d3, Constrict 1d3 per round with successful grapple check)
2 PT POWERS:
* ACID BLOOD: (If cut in melee (Slash/Pierce) the attacker makes a REF Save DC 15 or take 1d4 Dam)
* CAMOUFLAGED: (+2 Hide and Move Silent skills)
* ENDURING: (+2 TO Con Checks)
* HORNS: (1d6 Gore attack on a Charge - Primary)
* LOWLIGHT VISION: (60 feet)
* STICKY TONGUE (extends 10 feet, can pull 10 pounds to Mamluk with a Move action)
* TAIL, BALANCING (+2 to DEX Checks)
* THICK HIDE: (+2 Natural Armor)
* TRICKSTER: (Bluff, Disguise, and Hide are Class Skills or gain or gain a +2 if it is already a skill)
* URBAN CAMOUFLAGE: (x3 Daily: Disguise Appearance)
* QUADRAPED: (Born with 4 Legs, move 40', +2 Resist Trip, Bullrush)