• Type: Thuelians are Humanoids with ties to an Outside realm. • Fiendish Resistance: Thuelians have cold resistance 5, electricity resistance 5 and fire resistance 5. • Fearless: Thuelians have a +2 racial bonus on all saving throws against fear effects. • Beguiling Liar: Thuelians gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. • Fell Magic: Thuelians add +1 to the DC of any saving throws against necromancy spells that they cast. A thuelian with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to her character level): 1/day — bleed, chill touch, detect poison, touch of fatigue The DC is equal to 10 + the spell's level + the thuelian's Wisdom modifier. • Seducer: Thuelians add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, a Thuelian with a Wisdom score of 15 or higher gains the following spell-like ability (the caster level is equal to her character level): 1/day — charm person • Hatred: Thuelians receive a +1 racial bonus on attack rolls against humanoids of the Elf and Anarosian subtypes. • Weapon Familiarity: Thuelians are proficient with falcatas and sawtooth sabers. • Low-Light Vision: Thuelians can see twice as far as a race with normal vision in conditions of dim light. • Prehensile Tail: Thuelians have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Languages. Thuelians begin play speaking Common, Infernal, and their racial language. Thuelians with high intelligence scores can choose from the following: Abyssal, Draconic, Giant, Goblin, Orc, or Undercommon.
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