Dossadai
Hit Dice: 4d10+4 (25 hp)
Initiative: +2 (dexterity)
Speed: 30 ft
AC: 16 (+2 Natural, +2 dexterity, +2 leather armor)
Attacks: +6 (melee) Damage: 1d6+2 chain
Special Attacks: Grapple,
Special Qualities: Cold resistance 5, Summon Weapon
Saves: Fort +9, Ref +14, Will +5
Abilities: Str 10, Dex 14, Con 13, Int 11, Wis 13, Cha 8
Lesser Skills: Disable Device, Escape artist, Knowledge (architecture), Perception, Use magic device, Sleight of Hand +6
Higher Skills: Crafting (Chains) +10, Any one other: acrobatic, climb, survival, swim +10
Feats: Improved Attack (Grapple), Weapon FetishClimate/Terrain: Any Urban
Organization: Solitary or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement Range: By HD or Class (Rogue, Ranger, Sorcerer)
New Feat: Weapon Fetish: These are miniature weapons carried on small ceremonial chains. If the Dossadai break the chain, the actual weapon is summoned into their hands. They must recreate the fetish or weapon link to re-use it, usually takes three days to create a new link. Most Dossadai seen use these for weapons but some have charms to represent artistic or profession tools.
Use Rogue feats or skills normally prohibited.
Dossadai (singular - Dossaden) are grey-skinned humanoids, with unkempt white hair for men, in multiple dreadlocks for their women-kin. Their noses are wide and flatter, their eyes are wider, with two distinct colours for each eye. They have ritual scaring covering their body. They carry no fewer than three small chains found attached to their body or clothing. Some have tribal tattoos, but rarely will the tattoos match with anyone else in a given group. Their chains are ornamental, and can be broken with a deliberate act of strength (DC 7) which they do to make oaths. They prefer small blades, such as daggers, short swords, or hand axes. They will often keep weapons on a small chain. They will wear any non-heavy armor.
They are an institute in large cities, keeping to small families and being involved in various trade craft circles, especially clockwork and locksmithing. For the Dossadai, craft IS magic, and they are dedicated to studying the finer, mystical points in craftsmanship. It`s surprising that few of their kind take spell-casting levels, their craft seems to be all of the magic they need. City folk learn to judge Dossadai carefully - they are often mocked for their slow, very deliberate speech patterns, saying every word with an emphasis. Their crafting though is highly respected by those who know how to grade their works, but a typical collector may not appreciate it's blandness, rarely shiny or glittering with power.
Dossadai seek mates from almost any civilized race, seeming to prefer mixed children to pure ones. The first generation of children is always of the non-Dossadai mate, the second generation are pure Dossadai, even if none of the participants were.
2 or 3 HD Dossadai are immature. Most try to work as crafters in cities but some will try to sign up to help explore dungeons, usually as lantern-boys, shovel-men or diggers.
Higher Levels
5 HD Gain +2 in any 2 scores, Chain Person (2 /day +1 each new HD),
6 HD Complete chain (make whole), Feat,
7 HD Gain +2 in any 2 scores, Chain Bond, Cold resistance 15,
8 HD Dispel chain (At Will), Feat, Chain Barrier (1/ day),
9 HD Magic Circle (Any One Type), Chain monster,
10 HD Gain +2 in any 2 scores, Chain Barrier (3/ day), Feat,
11 HD Magic Circle (Any, 4/day), Cold resistance 25,
12 HD Greater Unlock (2/ day), Any 2 feats, Gain +3 in any 3 scores,
Dossadai can take levels in Rogue or Craftsman at any point, and return to these racial class HD levels. If they take levels in any other class, they cannot return to their racial class.
Chain Person - Can summon a small thin chain (or use a loose one in the area) to wrap around a person. It can reach out to 20 feet at 4th level, plus another 5 feet for every additional HD achieved. They gain additional chains at 8 HD and 11 HD. The victim can make a DC 14 (Reflex) to avoid, or a STR 17 to break-out. For every additional level, add +1 on the DC and Str checks. If the intended victim escapes the initial chaining, this does not count on their daily chain limit.
Complete Chain - Repair broken or incomplete chains at will, must touch the chain for 3 rounds
Chain Bond - Can make immediate changes to chain connections, swapping them out or re-attaching, without breaking them as long as chains are within three feet of each other and their hands never let go until the re-attachment is complete. Use at will.
Chain Barrier - Matches the blade barrier spell in effect, except it`s comprised of small, sharp unconnected chain links. It never does any damage if creatures do not try to go through.
Dispel Chain: Disconnect any non-magical chain by touch.
Chain monster: Same as chain person except it can reach out to 60 feet, and it takes a reflex save (DC 20) to avoid. A strength check (DC 24) is required to escape. These last for one hour per charisma bonus. (minimum of one hour or DC 21 for another person to cut them free.)
Greater Unlock (Disable Device): Gain +30 on attempts to manually disable traps, including magical ones, as long as they are able to physically grasp a lock. Use their manual Disable Device score along with the bonus and add a d20 roll. For normal or manual checks, this will open all locks in a 50 ft radius. Gain additional uses every 2 HD higher.