Anadi

For more information on all races, see: Races

As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of their homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.   Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders when gazing upon the moon. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.

Basic Information

Anatomy

Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. Anadi, in their natural forms, have two main variations of biology; either they resemble large spiders per the usual animal, or as humanoid spiders that often lack the additional limbs of their forebearers. Some humanoid anadi are born with multiple arms, however this is not always the case. All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way.

Additional Information

Social Structure

Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other races as very shy. Their history of dealing with arachnophobia in other peoples—which anadi understand is often instinctual and very difficult to control—likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.   Anadis court each other and raise children communally. Each so-called "web marriage" involves three to five individuals, who share domestic responsibilities and often have the same day job as well. Married groups vote for the same politician and are willing to die to defend each other in battle.

Civilization and Culture

Naming Traditions

Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.

Male Names: Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Rivuken, Velachamon.   Female Names: Altava, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana.

Alternate Racial Traits

Replaces Natural Climber

Eight-Legged

Many anadi resemble humanoids in their true forms, while others are closer to actual spiders. Anadi with this racial trait cannot use weapons, shields, or other held items of any sort while in their true form, but gain an additional +10 foot climb speed, for a total of 30 feet, as well as a +4 racial bonus to CMD against trip attempts. This racial trait replaces Natural Climber.

Replaces Web Weaver

Duplicitous

Many anadi prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces Web Weaver.

Fast Shifter

You have developed an innate talent for switching between your natural forms. Using your racial Change Shape ability is a move action instead of a standard action. This racial trait replaces Web Weaver.

Replaces Web Weaver, Agile

Skilled

Some anadi focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces Web Weaver and Agile.

Vestigial Appendages

A rare occurence, there are a few anadi whose true forms are a hybrid of the norm. In their true form, these anadi have humanoid bodies, but also a set of smaller spider legs growing out of their torsos, reminiscent of their more bestial forms, that are useful for little more than grappling. They gain Improved Grapple as a bonus feat, and can still make attacks with their main limbs while maintaining a grapple. This racial trait replaces Web Weaver and Agile. Anadi with this racial trait cannot choose the Eight-Legged alternate racial trait.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, anadi have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all anadi who have the listed favored class.

  • Alchemist: Add +1/4 to the number of venom uses per day.
  • Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
  • Brawler: Increase the number of times per day the brawler can use Martial Flexibility by 1/4.
  • Cleric: The cleric adds +1/2 to the number of uses per day of the exoskeleton power granted by the animal domain.
  • Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
  • Fighter: Add +1 to the fighter's CMD when resisting a grapple or trip attempt.
  • Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.
  • Oracle: Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
  • Rogue: The rogue gains 1/6 of a new rogue talent.
  • Shaman: Add one illusion spell from the sorcerer / wizard spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
  • Shifter: Add 1/4 to the number of minutes the shifter can assume her minor form each day.
  • Sorcerer: Add +1/4 to the DC of illusion spells.
  • Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
  • Vigilante: Add 1/2 to the Disguise bonus provided by seamless guise.

Racial Feats

The following feats are available to an anadi character who meets the prerequisites.
  • Silken Artisan
  • Skittertalk

Racial Traits

+2 Dexterity, +2 Wisdom, –2 Constitution
Anadi are quick on their feet and remarkably observant, but also frail.

Anadi
Anadi are humanoids with the anadi subtype.

Medium
Anadi are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Anadi have a base speed of 30 feet.

Natural Climber
In their true form, anadi have a climb speed of 20 feet.

Agile
Anadi receive a +2 racial bonus on Acrobatics checks.

Change Shape
An anadi can assume the appearance of a specific single human form of the same sex. The anadi always takes this specific form when they uses this ability. An anadi in human form cannot use their bite attack, venom, web weaving, or climb speed, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as Alter Self, except that the anadi does not adjust their ability scores and can remain in this form indefinitely.

Fangs
Anadi are born with a natural means for hunting and self-defense. In their true form, anadi gain a bite attack as a primary natural attack that deals 1d6 points of piercing damage.

Poison Use
Anadi are skilled in the use of poison and never accidentally poison themselves when using or applying poison.

Venom
A number of times per day equal to their Constitution modifier (minimum 1 / day), an anadi in their true form can inject venom into a creature as part of their natural bite attack. Alternatively, an anadi can apply the venom to a weapon. Applying venom in this way is a swift action. The anadi is immune to its own venom.

Anadi Venom: Bite or weapon—injury; save Fort DC 10 + 1/2 the anadi’s Hit Dice + the anadi’s Constitution modifier; frequency 1 / round for 6 rounds; effect 1d2 Dex; cure 1 save.

Web Weaver
In their true form, an anadi can produce a soft silk to weave into useful items. They can use their webbing to craft simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. They can maintain up to 10 such items at a time; if they create a new one, the oldest creation breaks down from neglect. These temporary items take 1 hour to craft, and 1 minute to perform maintenance on.

Languages
Anadi begin play speaking Common and Anadi. Anadi with high Intelligence scores can choose from the following languages: Draconic, Elven, Gnoll, Orcish, and Sylvan.

Average Lifespan
80 years

Average Height
5 ft. 4 in. – 6 ft. 6 in.

Average Weight
110 – 200 lbs.

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