MAMLUK ELITE:
The Mamluk Elite are warrior slaves of mixed monster ancestry. They have abilities and skills that lend themselves to warfare and are the favored breed of the Zanitarian Nobility. They often become Condotta and can either take the Condotta Enlisted Class or the Condotta Officer Prestige Class. Those who are not Condotta often become warriors, scouts, or assassins for their noble masters.
ATTRIBUTES: Choose from the below options:
* No Modifiers (+2 Racial Power Points)
* +2 STR but -2 INT or CHA* +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 get to choose up to 8 points of racial traits, 10 if they choose not to augment their attributes.
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 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)
* AGGRESSIVE: (+2 to Initiative Rolls)
* AMPHIBIOUS: (Swim is a class skill or gains a +2 if already skill, Breathe in Water)
* HEAVY FUR: (+1 Natural AC)
* HEIGHTENED SENSES: (Spot and Listen are class skills or gain +2 if already skills)* MUSCLED: (Jump and Climb are class skills or gain +2 if already skills)
* NEEDLE LIKE TEETH ( Bite 1d3 - Primary)
* NOBLE SOUL: (Knowledge: Nobility, and Diplomacy are class skills or gain +2 if already skills)
* SLAM ATTACK: (1d4 + 1d4 Bony Fists - Primary)
* SMALL (+1 AC, -4 Grapple, +4 Hide, 2-4' tall, 8-60 lbs, space/reach 5)
* SWIFT (+5' Move Rate - can be stacked)
2 PT POWERS:
* CAMOUFLAGED: (+2 Hide and Move Silent skills)
* ENDURING: (+2 TO Con Checks)
* HORNS: (1d6 Gore attack on a Charge - Primary)
* LOWLIGHT VISION: (60 feet)
* POWERFUL CHARGE (+1d4 Damage on a Charge Attack, +2 Attack, -2 AC)
* SOLID MUSCLE: (+2 to Strength Checks)
* 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)
* WARRIOR MIND: (+2 to hit with Melee Weapons)
* WARRIOR SOUL: (+2 to All Melee Damage rolls)
3 PT POWERS:
* DARKVISION: (60 feet)
* LOBSTER CLAW: (1 offhand attack for 1d8 at a -2 to hit, cannot hold items with claw hand)
* SCALED: (DR / 1, +1 Natural Armor)
* STURDY (+2 to FORT Saves)
* LITHE (+2 to REF Saves)
* POISONED BITE (Must have a bite attack, Dazes opponents for 1 round per bite, FORT Save DC: 12)
* RESILIENT: (Heals 1 HP per hour of rest)
* TAIL, ATTACKING: (1d4 Attack, -2 to hit, attack opponents to immediate rear of Mamluk as AoO)
* SPINES: (Spines cause 1d6 damage to grappling opponents)
* QUILLS: (Quills cause 1d3 damage to grapplers, x1 daily can be sprayed in a 15 foot burst doing 1d8)
* EYESTALKS: (All-around vision, cannot be surprised or backstabbed)
4 PT POWERS:
* POWERFUL: (+2 to STR, DEX, or CON but -2 to INT)
* DARKVISION: (120 feet)
* NATURAL WEAPONRY: (2 Claws (Primary) 1d4 Dam and 1 Bite (Secondary) - 1d6 Dam, -5 to hit)
* ARMOR PLATED: (DR / 3)
* HULKING: (Large: -1 AC, +4 Grapple, -4 Hide, 8-16' Tall, 500-400 lbs, space/reach 10', reach 5' (length), -10' Move)
* SUCTION PADS: (Gain Climb Feat)
* SUPERIOR SMELL: (Gain Scent Feat)
* NATURAL HUNTER: (Gain Pounce Feat)
* TAIL PREHENSILE: (Grab Tiny objects 5 feet away, use them as a weapon (no Strength Bonus), -2 to hit)
* FIRE RESISTANCE (5 resistance)
* COLD RESISTANCE (5 Resistance)