Skandar (3.5e Race)

Skandars
Summary::Large, four-armed hairy aliens from a rugged land.

Physical Description
Brazen beasts of winter. Skandars are about nine feet tall, weigh 800 pounds and generally look like four-armed burley yetis. Skandars are covered in thick, insulating grayish blue wooly shag, darkening around their head and upper shoulders. Their faces sport short muzzles and elongate, but blunt, upper canines. Their teeth, as well as nails and eyes, are a fiery orange hue. A skandar can open his jaw quite far, and often does so to howl or bite into something (food or opponent). Skandars otherwise resemble those of upright girallons, whom they are closly related to.

Yet the main classifying feature of skandars is their extra pair of arms that connect to the side of their torso about a third of the way down his torso. This second pair is attached a bit closer to their back than their primary arms. A skandar's arms are powerfully muscular, ending in humanoid-like hands, with four fingers and two thumbs.

Most skandars also carry weapons for hunting, favoring those weapons which also double as tools, such as hammers and axes. Though, being dull and simplistic, they don't make these implements themselves, rather choosing to barter or acquire by force.

Relations
Skandars are essentially too wild as a group to get along with civilized races. Their rampant outburts of destruction and disregard for the physical safety of others has placed them among "monsters" in the eyes of most folk.

Alignment
Skandars are usually chaotic, but sometimes are lawful. Skandars usually don't believe in a universal right and wrong - good or bad in any action. They consider it to be all about perspective. They understand what host societies consider good or evil - but are usually not bound by the good/evil axis.

Lands
Skandars hail from a frigid and harsh land of ice and snow, thus are most at home in these conditions. Though, many skandars take to wandering, and their homeland of origin is just lousy with magic gates that lead far and wide. As such, may skandars get hopelessly lost in other places and worlds. Being tough, they grimace and adapt the best they can, but it certainly does nothing to sooth their tempers.

Skandars communities typically consist of a half-dozen to a dozen families living in a tightly-packed commune. Everyone who is able is expected to work, even the young. Those who are not willing to contribute are banished. Refusal to obey this order often leads to bloodshed.

These communities are semi-nomadic, and skandars pack up everything they own onto pack-animals, if they have them, every few months in search of new hunting grounds or to avoid harsh weather.

With such a low level of technology, they rely heavily on shamans for magic as a tool for everyday life.

Racial Traits
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).
 * ,, , : Skandars have strong and tough bodies, but are very hot-tempered - making them have a bit of a bad reputation among other races, and not always use the smartest decisions.
 * Size::Large: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
 * Skandar base land speed is 60 feet.
 * Racial Hit Dice: A skandar begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4 (as fighter), and base saving throw bonuses of Fortitude +2, Reflex +4, and Will +4.
 * Racial Skills: His monstrous humanoid levels give him skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. His class skills are
 * Racial Hit Dice: A skandar begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4 (as fighter), and base saving throw bonuses of Fortitude +2, Reflex +4, and Will +4.
 * Racial Skills: His monstrous humanoid levels give him skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. His class skills are
 * Feats: A skandar’s monstrous humanoid levels give him two extra feats.
 * Four Arms: A skandar has four arms, and as such, is eligible to take the multiweapon fighting feat.
 * Bio-Energy (Ex): Xenotheric metabolism is capable of yielding large amounts of biological energy that can be used for different purposes. A xenotheric creature's bio-energy pool can hold a maximum amount of charges equal to 4 plus the Xenotheric creature's Constitution modifier (minimum 1), and recharges at a rate of 1 charge per minute. These charges may be expended to facilitate certain special powers. Some of these powers are exclusive to specific Xenotheric species, whereas others can be accessed through various Xenotheric feats.
 * Telepathic Static (Ex) (1 bio-energy / round): skandars lack the typical xenotheric telepathy, but can spend one point of bio-energy as a swift action to emit a telepathic distortion in a radius of 60 feet that potentially disrupts nearby telepathy for a number of rounds equal to his Constitution modifier. Creatures attempting to communicate telepathically within or through the radius must make a Concentration check (DC 10 + 1/2 his HD + his Constitution modifier) or be unable to receive telepathic communication.
 * Fur Displacment (Sp) (2 bio-energy / round): Can move their fur as a type of displacment. Gaining an effect simular to the blur spell.
 * Blood Fury (Ex) (3 bio-energy / round): Whenever a skandar substains damage they may enter into a wild rage. The skandar temporarily gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. This can be treated as rage for prerequisites, and stacks with other rage and rage like effects.
 * Face Bite (Ex): Whenever a skandar pins an opponent in a grapple, he gains a bite attack as a primary natural weapon that deals 1d10 damage against that opponent as long as he keeps this opponent pinned within the grapple. An attack with a primary natural weapon uses the skandar’s full attack bonus, and its damage includes his full Strength modifier (1-1/2 times his Strength bonus if the attack is with his sole natural weapon).
 * Automatic Languages: Common, Giant.
 * Bonus Languages: Terran, Orc, Goblin, Gnome, Dwarven.
 * Favored Class:, , , , , , , , , ,
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::4