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Orang-Pendak

These shaggy furred humanoids live in the deep jungle. They live in semi-nomadic tribes and are mostly vegetarian. They are quite friendly with each other and many kinds of monkeys and apes. They were cast out of the realm of Raang for the sin of gluttony, harvesting more than they needed. The Orang-pendak deny that they were avaricious, instead arguing the Raang was being miserly. They found this new jungle to be comfortable enough, so most grumbling was about having to rebuild their dwellings. Hoon the Wooden maintained his place of honor by arguing that this exile was a boon in disguise.

This currency takes the form of a stimulant tea.

12 doses of orang-pendak tea = 1 standard gold

50 doses = 1 brick

Music

Town Music

Battle Music

Services

Apothecary - Yeong makes most of their money from perfume, as well as effectively running the mint. They keep a stock of potions in the back corner of their grass hut.

Tailor - Ah works mostly with plant fibers, but can be commissioned for leather pieces at their loom awning.

Grocer - Ja organizes the bazaar on market day. They make recommendations to visitors and often has gossip.

Magic Shop - Ji sells wondrous items and can be commissioned for enchantments. They keep shop in their grass hut, open for business only in the morning.

Public House - Eun keeps a pot of shrimp and armadillo banana stew on the fire for a small fee. Weak fruit alcohol may also be ordered. Their family cleans the hammock room in the morning, they currently only offer small sized hammocks.

NPCs

Hoon the Wooden

Male Orang-pendak Druid 20

CN Small Humanoid (sasquatch)

Init +2; Senses Low-Light Vision, Perception +16

DEFENSE

AC 41, touch 31, flat-footed 39

HP 212

Fort +18, Ref +8, Will +20; +4 vs fey magic and magic that targets plants

Defensive Abilities Immune to Venom.

Spell Resistance 21

OFFENSE

Speed 15

Melee Impact Called Throwing Merciful Club +21/+16/+11 (1d6+1d6+5 nonlethal/x2)

Ranged Impact Called Throwing Merciful Club +20/+15/+10 (1d6+1d6+5 nonlethal/x2) 20ft

Special Attacks

Tear Apart: +2 to Str checks to break or burst objects and Combat Maneuvers to Sunder with unarmed attacks.

Wild Shape: at will Beast Shape III, Elemental Body IV, or Plant Shape III.

Druid Spells Prepared (CL 24th; Confirmation +28)

9th (DC 31) 4/day - Mass Cure Critical Wounds, Regenerate, Shapechange, Summon Nature's Ally IX

8th (DC 30) 5/day - Animal Shapes, Mass Cure Serious Wounds, Euphoric Tranquility, Summon Nature's Ally VIII, Wandering Weather

7th (DC 29) 5/day - Animate Plants, Control Weather, Mass Cure Moderate Wounds, Heal, Summon Nature's Ally VII

6th (DC 28) 5/day - Mass Cure Light Wounds, Eagle Aerie, Green Caress, Summon Nature's Ally VI, Transport via Plants

5th (DC 27) 5/day - Baleful Polymorph, Cure Critical Wounds, Jungle Mind, Raise Animal Companion, Summon Nature's Ally V

4th (DC 26) 6/day - Aerial Tracks, Bountiful Banquet, Cure Serious Wounds, Reincarnate, Summon Nature's Ally IV, Watchful Animal

3rd (DC 25) 6/day - Companion Mind Link, Cure Moderate Wounds, Mad Monkeys, Neutralize Poison, Remove Disease, Summon Nature's Ally III

2nd (DC 24) 6/day - Alpha Instinct, Beastspeak, Greater Detect Magic, Forest Friend, Spider Climb, Summon Nature's Ally II

1st (DC 23) 6/day - Cure Light Wounds, Entangle, Goodberry, Read Weather, Speak with Animals, Summon Nature's Ally I

0th (DC 22) at will - Create Water, Detect Magic, Detect Poison, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Stabilize

STATISTICS

Str 20, Dex 14, Con 22, Int 14, Wis 26, Cha 20

Base Atk +15

Skills Climb +13, Craft (carpentry) +10, Diplomacy +25, Fly +5, Handle Animal +13(+4 with apes and Monkeys), heal +16, Perception +16, Profession (soothsayer) +21, Spellcraft +5, Stealth +6, Survival +18, Swim +4

Languages Orang-pendak

SQ

Own Two Feet: -2 to ability checks, attack rolls, damage rolls, saving throws, and skill checks while riding.

Orisons.

Nature Bond: Animal Companion (Devil Monkey).

Nature Sense.

Wild Empathy: +25 to improve animal attitude (+4 with apes and monkeys).

Woodland Stride.

Trackless Step.

A Thousand Faces: at will Alter Self (only Orang-pendak).

Home Ground: constant Commune with Nature, +4 to caster level.

Gear Impact Called Throwing Merciful Club, Horn Lamellar +5, Belt of Physical Perfection +6, Mantle of Spell Resistance, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Protection +5

Animal Companion

Devil Monkey

N Large animal

Init +7; Senses low-light vision, Perception +8

DEFENSE

AC 30, touch 12, flat-footed 26 (+3 Dex, +18 natural, –2 size, +1 Dodge)

HP 122 (16d8+27)

Fort +12, Ref +12, Will +7; +4 Will vs Enchantment

OFFENSE

Speed 40 ft.

Melee bite +21/+16 (2d8+9 plus puncture armor)

Ranged rock +18 (1d8+6)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (30 ft.)

STATISTICS

Str 29, Dex 23, Con 12, Int 6, Wis 15, Cha 10

Base Atk +6; CMB +18; CMD 31

Feats Athletic, Dazzling Display, Dodge, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Intimidating Prowess, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite)

Skills Acrobatics +13, Climb +16, Intimidate +13, Perception +22, Swim +8; Racial Modifiers +4 Acrobatics, +4 Climb

Tricks: Attack, Protect, Flank, Heel, Speak, Warm, Watch

SQ Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Orang-pendak Clodhopper

Orang-pendak Commoner 5

CG Small Humanoid (sasquatch)

Init +3; Senses Low-Light Vision, Perception +7

DEFENSE

AC 16, touch 15, flat-footed 13

HP 28

Fort +3, Ref +4, Will +1

OFFENSE

Speed 30

Melee Merciful Club +5 (1d4+1d6+2 nonlethal/x2)

Special Attacks Tear Apart: +2 to Str checks to break or burst objects and Combat Maneuvers to Sunder with unarmed attacks

STATISTICS

Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 10

Base Atk +2; CMB +3; CMD 16

Skills Climb +13, Craft (carpentry) +10, Handle Animal +11(+4 with apes and monkeys), Perception +7, Profession (gatherer) +6, Stealth +14, Swim +8

Languages Orang-pendak

SQ Own Two Feet: -2 to ability checks, attack rolls, damage rolls, saving throws, and skill checks while riding

Gear Merciful Club, Amulet of Natural Armor +1, Bracers of Armor +1, if outside town Bag of Holding I, Traveler's Any-Tool, Campfire Bead, Blanket, hammock, hemp rope, windup music box, everburning torch, applejack, cider, mead, chocolate, honey, trail rations x10, monkey, journal, ink, pen, traveler's outfit, scarf, exotic perfume kit, climber's kit, cooking kit, fishing kit, common gambler's kit, grooming kit, masterwork survival kit, folding shovel, citrus 10lbs, coffee beans 10lbs, nuts 10lbs, vanilla 1lb, 127 Tea Bricks, 47 Tea Doses