Ibis Empire Races: Mammu

Mammu, the mammoth people. Nomadic caravaneers with an inborn desire to education the masses of the dangers of beastmen. Native and allies to the to the Ibis Empire, the mammu people are allowed free access to cities for services and education. But according to the Kingdom of Man, the mammu are a deceptive people with the hearts of Beastmen, masquarading as an Elder Race to hide their true motives of ultimate destruction of mankind.

Mammu Value

Value

Mammu

XP Cost

4

Mammu + 4 abilities

1750 xp

3

Mammu + 3 abilities

1250 xp

2

Mammu + 2 abilities

1000 xp

1

Mammu + 1 ability

400 xp

0

Mammu

200 xp

Mammu 0: At Mammu 0, all mammu gain the following three custom powers:

  • Grazing: A mammu can spend the 8-hours grazing instead of spending money for food.

  • Massive Ears: A mammu can hear noises as a thief of the same level.

  • Trunk: Mammu have a prehensile trunk which can manipulate objects. A mammu may do an extra simple action in a turn, such as sheathing a weapon and drawing another, reading or loosing a shield, picking an object off the groud or retrieving an item from a pack or sack.

  • Wide: A mammu is nearly as wide as he is tall, not allowing allied characters to pass through his space.

  • Strong Sense of Smell. A mammu can follow tracks with a proficiency throw of 11+.

Additional points allocated to the Mammu Value provide a variety of additional racial powers, depending the total value.

Mammu 1: The mammu gains a tusk attack. If he wishes to attack with his tusks, he deals 1d8 damage. At 9th level, the tusks grow into elder tusks, instead dealing 1d10 damage. If the tusks are not used as an attack, it provides +1 to damage with melee attacks.

Mammu 2: The mammu has thick skin making it harder to kill. When the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The character also subtracts his class level from the number of days of bed rest required to recover.

Mammu 3: A mammu never forgets, because he has an eidetic memory. The mammu can understand and make maps, create maps in his head, and recall information learned decades ago. This allows the mammu scribe scrolls as class in which he read once up to his class level.

Mammu 4: A mammu can detect beastmen. As an action and concentration, the mammu can detect the presence of beastmen within 60'. The mammu will detect an odor of foulness, knowing the number and type of beastman by smell.

Mammu Tusk Warrior

Prime Requisite: STR

Requirements: None

Hit Dice: 1d8

Maximum Level: 11

Experience

Title

Level

Hit Dice

Damage Bonus

0

Young Tusk

1

1d8

1

2,400

Trampler

2

2d8

1

4,800

Caravan Warrior

3

3d8

2

9,600

Stampede

4

4d8

2

19,200

Herdwise

5

5d8

2

38,400

Thunderer

6

6d8

3

76,800

Oliphant

7

7d8

3

155,000

Ivory Master

8

8d8

3

275,000

Tusk Lord

9

9d8

4

395,000

Tusk Lord

10

9d8+2

4

515,000

Tusk Lord

11

9d8+4

4

The mammu tusk warrior is trained in the use of all weapons and armor. They may fight wielding a weapon and a shield, wielding a two-handed weapon, or wield a weapon in each hand. At first level, mammu tusk warrior hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience. Tusk warriors also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 9th level.

The tusk warrior can graze by spending 8 hours, allowing him sustenance for the day. A mammu has massive ears, giving him hear noises as a thief of the same level. A mammu's prehensile trunk which can manipulate objects. A mammu may do an extra simple action in a turn, such as sheathing a weapon and drawing another, reading or loosing a shield, picking an object off the ground or retrieving an item from a pack or sack. The trunk also provides a strong sense of smell, which allows the mammu follow tracks with a proficiency roll of 11+.

The mammu also has a tusks, which can be used to attack for 1d8 damage. At 9th level, the tusks grow into elder tusks, instead dealing 1d10 damage. If the tusks are not used as an attack, it provides +1 to damage with melee attacks.

The mammu has thick skin making it harder to kill. When the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The character also subtracts his class level from the number of days of bed rest required to recover.

Sadly, the mammu is nearly as wide as he is tall, not allowing allied characters to easy pass him, which stops characters from entering through his space or allowing characters behind him to use long weapons to fight in second-rank. Thankfully, he might provide cover for other characters behind him from ranged attacks.

When a tusk warrior reaches 5th level, his mammu is considered a great warrior of his people. Any henchmen and mercenaries hired by the tusk warrior gain +1 bonus to morale score whenever he personally leads them. At 9th level, a tusk warrior can build a caravan and start a new herd. When he creates a caravan of at least 20 wagons, up to 3d6 1st level mammu will join the herd at no cost.

 

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1

15+

14+

12+

16+

17+

10+

2-3

14+

13+

11+

15+

16+

9+

4

13+

12+

10+

14+

15+

8+

5-6

12+

11+

9+

13+

14+

7+

7

11+

10+

8+

12+

13+

6+

8-9

10+

9+

7+

11+

12+

5+

10

9+

8+

6+

10+

11+

4+

11

8+

7+

5+

9+

10+

3+

Proficiency List: Alertness, Animal Training, Beast Friendship, Berserkergang, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, wrestle), Combat Trunk, Command, Craft, Defensive Trunk, Dungeon Bashing, Endurance, Fighting Style, Goblin Slaying, Healing, Intimidation, Kin-Slaying, Leadership, Long Trunk, Manual of Arms, Military Strategy, Survival, Riding, Running, Trumpet, Wakefulness, Weapon Focus (0/31)

Long Trunk: The mammu has learned to use his trunk as a weapon. The mammu can fight from the second-rank with any melee weapon. In addition, the mammu may strike a target with metal armor with his trunk without suffering damage.

Assault Trunk: The mammu can equip a one-handed weapon in his trunk. While doing so, he gains +1 to attack throws. This stacks with dual wielding.

Defensive Trunk: If the mammu equips a shield on his trunk, he gains +1 AC.

Trumpet: Enemies who oppose the mammu suffer -1 to morale tests, as he trumpets his warcry.

Mammu Ivory Healer

Prime Requisite: WIS

Requirements: STR 9

Hit Dice: 1d6

Maximum Level: 13

Experience

Title

Level

Hit Dice

1

2

3

4

5

0

Caretaker

1

1d6

-

-

-

-

-

1,700

Nurse

2

2d6

1

-

-

-

-

3,400

Physician

3

3d6

2

-

-

-

-

6,800

Medic

4

4d6

2

1

-

-

-

13,600

Short Doctor

5

5d6

2

2

-

-

-

27,200

Ivory Doctor

6

6d6

2

2

1

-

-

54,400

Bone Collector

7

7d6

2

2

2

-

-

110,000

White One

8

8d6

3

3

2

1

-

210,000

Graven One

9

9d6

3

3

3

1

1

310,000

Graven One

10

9d6+1

4

4

3

2

1

410,000

Graven One

11

9d6+2

4

4

4

2

2

510,000

Graven One

12

9d6+3

5

5

4

3

2

610,000

Graven One

13

9d6+4

5

5

5

3

3

The mammu ivory healer may wear leather armor or lighter and is trained in the use of weapons which kill by piercing and slashing, swords, dagger, spears and polearms. They may not fight wielding a weapon and a shield, wielding a two-handed weapon, or wield a weapon in each hand. At first level, mammu ivory healer hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by 2 per 4 levels of experience.

The tusk warrior can graze by spending 8 hours, allowing him sustenance for the day. A mammu has massive ears, giving him hear noises as a thief of the same level. A mammu's prehensile trunk which can manipulate objects. A mammu may do an extra simple action in a turn, such as sheathing a weapon and drawing another, reading or loosing a shield, picking an object off the ground or retrieving an item from a pack or sack. The trunk also provides a strong sense of smell, which allows the mammu follow tracks with a proficiency roll of 11+.

Sadly, the mammu is nearly as wide as he is tall, not allowing allied characters to easy pass him, which stops characters from entering through his space or allowing characters behind him to use long weapons to fight in second-rank. Thankfully, he might provide cover for other characters behind him from ranged attacks.

A mammu ivory healer are expert healers starting with three ranks in the Healing Proficiency.

A mammu ivory healer may turn undead like a cleric. A mammu ivory healer cannot turn undead with no bones. Starting at 2nd level, an ivory healer may cast divine spells. Ivory healers follow the same spell progression as clerics, use the same rules for learning and casting spells, and select their spells from the same spell list. Unlike other divine casters, a mammu ivory healer cannot fall from grace. Once they learn they begin to walk the path of the divine, they will never lose their abilities.

A mammu ivory healer can vibrates bones of the enemy, by using turning undead to turn the skeleton within the living being. This leaves the bones intact, but liquifies the meat. When using vibrate bones, must target a character with bones within 30” and deals 1d6+1 damage. A creature affected is allowed a saving throw versus Death to take no damage. At 9th level, vibrate bones deals 2d6+1 damage. Similar to turn undead, if the mammu ivory healer's target successfully passes the Death saving throw, he may not use the ability til the end of the encounter.

Starting at 5th level, an ivory healer may begin to research spells, scribe scrolls, and brew potions. At 9th level, he is able to create more powerful magic items such as weapons, rings, and staffs, and craft magical constructs such as golems. At 9th level, he gains access to an elephant graveyard which acts as a place of retirement and burial for his people of all herds. As long as he is in favor with his people, he may buy or build the elephant graveyard at half the cost. Once the elephant graveyard is finished, 3d6 1st level mammu will come to protect the graveyard from beastmen and other attacks, plus another 1d6 ivory healers of 1st - 3rd level to protect his people's bones. They are completely loyal (+4 morale). While in the ivory healer's service, his followers do need lodging, but not food, as they can graze along the countryside.

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1-2

13+

10+

16+

13+

15+

10+

3-4

12+

9+

15+

12+

14+

9+

5-6

11+

8+

14+

11+

13+

8+

7-8

10+

7+

13+

10+

12+

7+

9-10

9+

6+

12+

9+

11+

6+

11-12

8+

5+

11+

8+

10+

5+

Proficiency List: Alertness, Battle Magic, Beast Friendship, Bone Bag, Combat Trickery (force back, overrun, knockdown), Command, Contemplation, Craft, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Goblin-Slaying, Healing, Intimidation, Lay on Hands, Leadership, Loremastery, Quiet Magic, Resounding Vibration, Righteous Turning, Sensing Evil, Sensing Power, Theology, Trapping, Trumpet, Unflappable Casting, Weapon Focus

Bone Bag: When casting a spell or using vibrate bones, the mammu ivory healer may destroy 2 lbs of bones of the same species to empower the spell. The spell is considered two levels higher and saving throws are made at -2. If the spell deals damage, it deals +1 damage per die.

Resounding Vibration: The mammu ivory healer's vibrate bones may be used again if the target passes a save versus death spell. He may not try after a second failed test. The range is also increased to 60'.

Divine Spell List (Mammu Ivory Healer)

First Level Divine Spells

Second Level Divine Spells

Third Level Divine Spells

1 Command Word

1 Bless

1 Continual Light

2 Cure Light Wounds

2 Charm Animal

2 Cure Blindness

3 Light

3 Augury

3 Cure Disease

4 Purify Food and Water

4 Cure Moderate Wounds

4 Detect Curse

5 Remove Fear

5 Delay Poison

5 Feign Death

6 Resist Cold

6 Detect Charm

6 Glyph of Warding

7 Sanctuary

7 Hold Person

7 Locate Object

8 Protection from Beastmen*

8 Speak with Animals

8 Protection from Normal

9 Delay Disease

9 Holy Chant

9 Remove Curse

10 Salving Rest

10 ESP

10 Speak with Dead

Fourth Level Divine Spells

Fifth Level Divine Spells

 

1 Create Water

1 Cure Critical Wounds

 

2 Cure Serious Wounds

2 Create Food

 

3 Death Ward

3 Fear

 

4 Dispel Magic

4 Insect Plague

 

5 Divination

5 Protection from Normal Weapons

 

6 Neutralize Poison

6 Restore Life and Limb

 

7 Sticks to Snakes

7 Scry

 

8 Tongues

8 Strength of Mind

 

9 Vigor

9 True Seeing

 

10 Body Transfer*

10 Smite Beastman*

 

Protection from Beastmen (Divine 1)

Range: Self

Duration: concentration

The spell creates a barrier around the caster with a 10' radius. The barrier functions against all beastmen, giving all within the radius +1 bonus to AC and a +1 on saving throws or effects created by beastmen. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.

In addition, the spell is very disconcerting to beastmen; when forced to enter the barrier, the beastmen should make a morale check. Failure indicates they will not enter the barrier. Of course, a beastman can always use ranged attacks to bring out the caster.

The protection lasts as long as the caster remains stationary and concentrates on it.

Limb Transfer (Divine 4)

Range: touch

Duration: instantaneous

The spell transfers a single humanoid limb from one living or freshly dead subject to another target within 5' of the same type, exchanging wounds, such as damaged knee. The caster can transfer a dead limb for no longer than two days at 7th level, and four days are added per level above 7. Monster of 8 HD or creatures larger than man-size are immune to this ability. For example, a cleric can exchange an orc's left leg for his henchman's wounded leg.

If used against an unwilling living target, an attack throw must be made and the target receives a save versus Death. On a success, the limbs are transferred. If the character receives a limb with a higher Strength value than his own, his strength is increased by +2. If the character gains both limbs, he gains the full strength value of the former character. The victim also suffers, the character losing the limb receives -2 to his strength if it is lower and gains the strength of the other character if both limbs are exchanged. The strength gain and loss, will vanish at a rate of 1 bonus strength a day, returning to normal.

A character a lost limb can also be exchanged, but the caster cannot exchange a limb with nothing.

Smite Beastmen (Divine 5)

Range: 120'

Duration: instantaneous

The spell deals 1d4 damage per caster level to a group of Beastmen within a 20' sphere. The beastmen receive a save versus spell saving throw to take half damage.

 

Mammu Counselor

Prime Requisite: CHA, INT

Requirements: STR 9

Hit Dice: 1d6

Maximum Level: 8

Experience

Title

Level

Hit Dice

0

Tutor

1

1d6

3,150

Coach

2

2d6

6,300

Instructor

3

3d6

12,600

Trainer

4

4d6

25,200

Teacher

5

5d6

50,400

Guide

6

6d6

100,000

Mentor

7

7d6

200,000

Professor

8

8d6

The mammu counselor may wear leather armor or lighter and is trained in any one-handed weapon and all missile weapons. They may fight with a shield and wield a weapon in each hand, but cannot wield a two-handed weapon. At first level, mammu counselor hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by 2 per 4 levels of experience.

The tusk warrior can graze by spending 8 hours, allowing him sustenance for the day. A mammu has massive ears, giving him hear noises as a thief of the same level. A mammu's prehensile trunk which can manipulate objects. A mammu may do an extra simple action in a turn, such as sheathing a weapon and drawing another, reading or loosing a shield, picking an object off the ground or retrieving an item from a pack or sack. The trunk also provides a strong sense of smell, which allows the mammu follow tracks with a proficiency roll of 11+.

Sadly, the mammu is nearly as wide as he is tall, not allowing allied characters to easy pass him, which stops characters from entering through his space or allowing characters behind him to use long weapons to fight in second-rank. Thankfully, he might provide cover for other characters behind him from ranged attacks.

The mammu also has a tusks, which can be used to attack for 1d8 damage. At 9th level, the tusks grow into elder tusks, instead dealing 1d10 damage. If the tusks are not used as an attack, it provides +1 to damage with melee attacks.

The mammu has thick skin making it harder to kill. When the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The character also subtracts his class level from the number of days of bed rest required to recover.

A mammu counselor never forgets, giving him eidetic memory. The mammu can make map from memory and recall information which he learned decades ago. He can scribe mundane and magic scrolls from any scrolls he has read in his lifetime.

A mammu counselor can detect beastmen. As an action and concentration, the mammu can detect the presence of beastmen within 60'. The mammu will detect an odor of foulness, knowing the number and type of beastman by smell.

Sadly, the mammu is nearly as wide as he is tall, not allowing allied characters to easy pass him, which stops characters from entering through his space or allowing characters behind him to use long weapons to fight in second-rank. Thankfully, he might provide cover for other characters behind him from ranged attacks.

The mammu counselor also gains the diplomacy and knowledge (beastmen) proficiency. He also gains Loremastery like a bard of his level.

The true skills of a counselor is in his education and teaching. A mammu can act as a mentor, giving +4 to all Proficiency rolls to a person he personally oversees. He is always considered an aide to his henchmen and up to three others per day. He can also give others education, which takes time and effort. By spending 2 months, the counselor can teach a first rank of a proficiency he personally knows. By spending 8 months, he can train the second rank. By spending 18 months, he can teach a third rank. By spending 32 months, he can teach a fourth rank. He must know the Proficiency and rank to give a proper education. A single character can only gain four extra Proficiencies from training and age.

Level

Petrif & Paralysis

Poison & Death

Blast & Breath

Staff & Wands

Spells

Atk Throw

1-2

13+

13+

16+

14+

15+

10+

3-4

12+

12+

15+

13+

14+

9+

5-6

11+

11+

14+

12+

13+

8+

7-8

10+

10+

13+

11+

12+

7+

9-10

9+

9+

12+

10+

11+

6+

11-12

8+

8+

11+

9+

10+

5+

Proficiency List: Alchemy, Animal Husbandry, Animal Training, Art, Bargaining, Beast Friendship, Bribery, Collegiate Wizardry, Combat Trickery (disarm, sunder), Command, Craft, Diplomacy, Engineering, Fighting Style, Healing, Knowledge, Language, Magical Engineering, Manual of Arms, Mapping, Military Strategy, Naturalism, Performance, Profession, Riding, Running, Seduction, Signaling, Theology