Hadozee
Hadozee
+ 2 Dex, + 2 Wis, – 2 Cha
Type Humanoid (hadozee)
Size Medium
Speed 30 / Climb 30 / Glide 60
Senses Low-light vision
Languages Common Hadozee Bonus Languages Elven, Grommam, Dwarven, Gnome, Orc, Halfling
Brachiators all hadozee get a climb speed of 30 (+ 8 on climb checks)and a + 2 to Acrobatics checks
Born Spacers Profession Spacehand and Knowledge Wildspace are always class skills for Hadozee
Foul Mouthed Antagonize (UM) is a free bonus feat for hadozee
Other Traits
Gliding Wings (Ex)
Hadozee take no damage from falling(as if subject to a constant non-magical feather fall effect). While in midair a hadozee can move up to five feet in any horizontal direction for every 1 foot they fall, at a speed of 60’ per round. A hadozee cannot gain height with these wings alone; it merely coasts in other direction as it falls. If subjected to a strong wind or any other effect that causes a gliding creature to rise, it can take advantage of the updraft to increase the distance it can glide.
Sometimes called “deck-apes”, the Hadozee are a race of gangly simians. Originally from a single homeworld, the Hadozee have spread all over the known spheres, working as crewman on the spelljamming vessels of various nations and races.
Personality: Hadozee are usually rude, withholding their coarse comments only when in presence of their employers or elves (and often not even then).When Outside these controlling influences, they can utter a continuous stream of insults and derision, with tongues sharp enough to make the most seasoned spelljammer take notice. Even though they are not exactly charming, they tend to be quite swashbuckling, showing off their agility and flight skills, happily making fun of almost everybody they encounter (including themselves and other Hadozee).
On the other hand, they are sought after by many spelljammers for their willingness to work hard and diligently, without complaining (well, probably with a lot of complaining, but Hadozee being what they are, this is to be expected).
Surprisingly, most Hadozee are quite easygoing, when one can get over their rough language. They are very difficult to insult themselves, and usually don’t hold grudges for long.
Physical Description: Hadozee look quite impressive. Standing about 7 ft. tall and being quite slender, hadozee have (well groomed) brown fur covering their whole bodies, with a shaggy mane surrounding all of the head except for the face. Their mouth is a protruding muzzle with several long fangs. The most unusual feature of a Hadozee is the membrane of skin that normally hangs loosely from the creature’s arms and legs. When a Hadozee raises its hands over its head, this membrane is stretched taut and the creature has a limited gliding ability, as explained below. The Hadozee´s feet are fully as dexterous as their hands, even to the extent of having opposable thumbs. Hadozee are tailless.
Usually, Hadozee wear no clothing beyond the occasional harness or loincloth, since it would hinder their movements too much. When in foreign ports, they sometimes adopt loose, flowing caftans, and some warriors wear Hadozee armor.
Relations: Hadozee earn their money in wildspace as deckhands and mercenaries, and consequently get along quite well with most races. The highest honor for a Hadozee is it to serve aboard a warship of the Elven Imperial Navy; ever since the first Unhuman Wars, when the Hadozee aided the elves, it is a tradition in the EIN to take on Hadozee crewmen. Though the Hadozee are employed willingly and paid very well, the elves in no way consider the deck apes an equal race.
Alignment: Most Hadozee are true neutral, without any preferences towards law and chaos (even though the typical Hadozee bluster sometimes seems quite chaotic). Good Hadozee are also not uncommon, whereas evil ones seem to be a bit rare.
Hadozee Lands: Unlike many other spelljamming races, the Hadozee know exactly where their homeworld is: In a small sphere called Grommspace a few spheres away from The Radiant Triangle. Their homeplanet is a subtropical world consisting of high mesas, and deep jungle canyons, the ideal environment for there gliding ability.
Religion: The Hadozee have a number of gods, which are mostly venerated on their homeworld. Hadozee in wildspace tend to adopt local deities, whom they see as aspects of their own powers; most adventuring deck apes venerate powers of luck, skill, combat, and travel.
Language: The Hadozee language sounds quite hard, having a large number of hard consonants. Most Hadozee also speak elven and/or common, and are usually capable of spewing forth insults in almost any other language they have come in contact with.
Names: Hadozee names are usually short, often monosyllabic. Example names are Tuk, Konn, or Koto. It is unknown whether there is a difference between female and male names.
In contrast to these short names, clan names are often highly prosaic, such as cloudjumper or dawnchaser.
Adventurers: The driving motivation for most Hadozee in space is curiosity. Since Hadozee can be found all over the known spheres, there is no shortage of young deck apes willing to venture forth.
The most common classes among the Hadozee are fighters and rogues. There is a sizeable number of Hadozee bards (while they never seem to get the hang of high art, they are quite well known for their bawdy limericks), sorcerers, and even rangers. Wizards, clerics, and monks are usually a bit too contemplative for the Hadozee, although some of them follow these paths. Barbarians and Rangers are, once again, rare, since these classes are normally found on the Hadozee homeworld, and seldom find their way into space. Psions and Psionic Warriors are extremely rare as well, though not altogether unheard of, and especially the latter are quite effective.
Racial Subtypes
Groundling Some hadozee never hear the call of stars, prefering their lives in the treetops of Gaea. Bond to the Land – Members of this race gain a +2 dodge bonus to AC when in a jungle terrain. This replaces Born Spacer.
Feral Deep in the ancient jungles of the inner continent exist primitive and sometimes saveage tribes of hadozee. Cornered Fury Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Replace Born Spacer and Acrobatics bonus.
Blackmane Bred by the Girallions of the Dark Plateau, their essences infused with darkness, these black furred hadozee are often escaped slaves or dark cultists. Shadow Resistance- cold resistance 5 and electricity resistance 5. Shadow Blending – Attacks made against Blackmane Hadozee while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.. Replace Born Spacer and Acrobatics bonus.
Favored Class Options
Hadozee Equipment
Balaya Hadozee nomads make these self contained rations out of bird meat stuffed with the fruit of the Banya tree and Kintu nuts which is then wrapped in sweet tasting edible leaves. Their spacefaring brethren have adapted the recipe to use slinker meat as well as using local nuts and leaves when necessary. It is a common complaint (and we all know how hadozee love to complain in their off time) that “it’s just not the frelling same without proper frelling Kintu nuts!”
Jutuboa Pickled grubs found in the Orim trees of Gaya’s jungle zones. They keep for a long time and are very nutritious. A favorite among the nomadic clans of hadozee that inhabit the jungle tops. Although the grubs taste nice to hadozee, grommams, most insect races, scalykind races and most aberrations they taste disgusting to most other races. Any other race that tries them must make a Fort Save (DC 16) or vomit them up immediately. Any member of these races who consumes them only needs to eat once a day. Rarely seen off Gaya, although the EIN seems to keep them stocked up on ships that carry Hadozee Oathpacks.
Hadozee Traits
Spaceborn
You were born on a spelljamming ship.
Benefit: Choose one of the following skills: Profession Spacehand, Survival, or Knowledge Wildspace.
You gain a +1 trait bonus on this skill, and it is always a class skill for you.
Hadozee Feats
Oathpack
You’ve served in the Elven Imperial Navy as part of a Hadozee Oathpack
Prerequisites: Hadozee, Elvish langage
Benefit You gain a + 2 bonus on Knowledge: Elven Imperial Navy and Profession Spacehand Checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Hadozee Magic Items
Bonus Feat – Antagonize
Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
Show My Work
Type: humanoid – 0
Size: m – 0
Speed: normal – 0
Scores: standard – 0
Languages: standard – 0
Skill Bonus – 2
Skill Training – 1
Bonus Feat – 2
Movement – 2
Senses – 1
Other – 3
Total RP = 11
Images by Syreene

