Quick: Some chisai moggish never develop their wings enough to gain lift Instead, they use them to become more aerodynamic The moggish gains a movement speed of 35 feet This replaces slow speed and limited flight Weapon Familiarity: Chisai moggish who live among another race can gain its weapon familiarity racial trait Alternatively, they may gain up to martial weapon proficiencies or exotic weapon proficiency of their choice This replaces chisai magic Chisai Moggish Archetypes Chisai moggish can learn and teach the following archetypes Bokochi Breeder (Druid or Ranger Archetype) Chisai moggish have a special way of breeding bokochi to develop more specialized offspring Their connection to the fey world gives them a closer connection to the birds than other Fantasian races Bokochi Companion: A bokochi animal companion must be selected as the druid’s divine bond or the ranger’s hunter’s bond Mystical Breed: When the bokochi breeder’s effective druid level reaches 4, their bokochi companion gains evolution points as if it were an eidolon All of these evolution points are used to grant the bokochi any 1-point or 2-point evolutions Once selected, these evolutions cannot be changed This replaces the bokochi’s standard 4th level advancement Evolving Bokochi: At 10th level, and again at 18th level, the bokochi animal companion gains a 1-point or 2-point evolution For the druid, this replaces the additional use per day of wild shape at 10th and 18th level For the ranger, this replaces the combat style feats gained at 10th and 18th level Combat Juggler (Bard Archetype) Few blend coordinated artistry with deadly object-throwing like a moggish combat juggler Able to have an assortment of objects ready at one time, there no telling what they’ll put to good use Juggle (Ex): A combat juggler can juggle up to items at a time with as much effort as wielding a weapon The juggler can begin juggling these items as part of the same move action (identical to drawing a weapon), and can continue to juggle them every round as a free action, so long as she is conscious The items cannot weigh more than pound each While juggling in this way, all three items are treated as held, wielded, and readied, as if the juggler were holding them in three hands At 1st level, a combat juggler also gains the following feats as bonus feats that she can apply to her juggled items Throw Anything, Point Blank Shot, Skill Focus: Perform (juggling), and Quick Draw At 3rd level, and every levels thereafter (6th, 9th, and so on), the juggler can juggle an additional item, to a maximum of items at 18th level This replaces bardic performance Snatch Arrows (Ex): At 3rd level, a combat juggler gains Snatch Arrows as a bonus feat, even if she does not meet the prerequisites This replaces inspire competence Wind Wall (Sp): At 6th level, while juggling, the combat juggler can use wind wall once per day as a spell-like ability, plus one additional time per day at 18th level This replaces suggestion and mass suggestion Clustered Shots: At 8th level, the combat juggler gains Clustered Shots as a bonus feat, even if she does not meet the prerequisites This replaces dirge of doom Distance Thrower: At 9th level, the combat juggler gains Distant Thrower as a bonus feat, even if she does not meet the prerequisites This replaces inspire greatness Tumbling Blades (Sp): At 12th level, while juggling, the combat juggler can use blade barrier once per day as a spell-like ability This replaces soothing performance Stunning Pattern (Sp): At 14th level, while juggling, the combat juggler can use symbol of stunning once per day as a spell-like ability This replaces frightening tune Unstoppable Juggling (Ex): at 15th level, a combat juggler cannot be disarmed while juggling This replaces inspire heroics Meteor Swarm (Sp): At 20th level, while incessantly juggling, the combat juggler can use meteor swarm once per day as a spell-like ability This functions as the spell, except it creates a number of 2-foot-diameter spheres equal to the combat juggler’s Charisma bonus (minimum 4) This replaces deadly performance Chisai Moggish Feat Each chisai moggish gains access to the Expert Discoverer feat Expert Discoverer (item creation) Prerequisites: Harness Discovery, character level 5th, moggish Benefit: You gain ranks in Appraise equal to your character level You may redistribute existing ranks in that skill to other skills In addition, you can reroll the d% once per day when attempting to discover an item with Harness Discovery Nerudes The nerudes are monstorin from the Collective whose base monster was a rotund, sleep-loving beast When they came through the rifts on their world, they did so in order to find a better place to rest When stirred to act, though, they can be formidable opponents Physical Description: Nerudes are a broad, cat-like race with two-tone fur ranging from black to pale blue and tan While they can appear to be quite out of shape, their bulk actually belies a much stronger physique Base Base Weight Height Weight Modifier Modifier m ft in 275 lbs 2d12 x8 lbs f ft 10 in 250 lbs 2d12 x8 lbs Aging Effects Adult Middle Age 15 years 40 Old Venerable Maximum Age 65 90 +2d20 years Society: Nerudes are a fairly recent addition to the Collective and have yet to establish any major societies Most nerude prefer not to lead, as doing so means more work, and will support any ruler who gives them ample time to relax Relations: The nerude race as a whole is easy going, with few reasons to find fault in anybody willing to leave them alone The easiest way to get on a nerude’s badside is to ambush or wake it unexpectedly Proactive races see nerudes as a generally lazy, overly easygoing race, but individuals will often change their mind after seeing a nerude actually participate in combat Alignment and Religion: As a whole, nerudes are neutral when it comes to morals, but their understanding and acceptance of law can be lax, especially when it interferes with their life goal of achieving as much relaxation as possible 21