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Stingling

Cautious, patient and deadly, stinglings are scorpion-based enthos that are feared for their mastery of poison. Stinglings study poison with religious-like reverence, and utilize it both in battle and for healing properties. Many become deadly assassins or renowned alchemists.

Basic Information

Anatomy

Stinglings appear as upright scorpions, often having an arched back that extends into their deadly tail. Stinglings have two large pinchers that they utilize as their main appendages, but a majority of the time these pinchers are not sharp enough to do significant damage. They also have smaller appendages on their sides that help the stinging grip or manipulate objects more effectively, but these limbs are not strong enough to hold items for long or to hinder opponents.

Biological Traits

Many stinglings carry a venom in their bodies that causes a depilating weakness to those injected with it.

Genetics and Reproduction

Stinglings are the only race of Enthos to give live birth rather than lay eggs. Young stinglings cling to their mothers until they are able to be on their own.

Growth Rate & Stages

Stingling youth remain on their mothers backs for around 2 years, at which point they descend and join the tribe. Over the next 15 years, a stingling goes through a series of molts, shedding and re-growing its shell.

Dietary Needs and Habits

Stinglings are mostly carnivorous, consuming small vermin and other animals, and generally only eat plant matter for flavor. Some tribes actively hunt other enthos, but most do not, as it is more likely to cause them problems in the long run. Many stinglings view alcohol as a sacred poison, and thus often drink or brew it themselves.

Biological Cycle

Stinglings are often migratory, and usually spend the winter months in The Underrealm, where the temperature changes are not as sever, and travel up the the surface during the spring and summer.

Additional Information

Uses, Products & Exploitation

Stingling venom is utilized in alchemy, and is sought out by healers and assassins alike. Crafted correctly, it can also act as a powerful muscle relaxant and potent drug, with some stinglings in need of some quick funds selling their venom on the black market.

Geographic Origin and Distribution

A majority of stinglings dwell on the first layer of The Underrealm, and often travel in nomadic caravans between this layer and the surface of the Skretir Desert.

Average Intelligence

Stinglings are both quite intelligent and observant, but this intelligence comes with a cold and dispassionate view of the world. Many stinglings lack empathy, and view the world in simple, scientific terms.

Perception and Sensory Capabilities

Stinglings have darkvision and can see in low-light conditions, but those that dwell fully underground have an increased range of darkvision in exchange for a blindness to light.

Symbiotic and Parasitic organisms

Many stingling tribes raise giant scorpions as guardians and mounts.

Civilization and Culture

Naming Traditions

In Enthos, stinglings refer to their own species as ǃʰuǃooǃuᵑǀ̤; roughly translating to "venom-tailed."

Beauty Ideals

Caring more for practicality and survivability, the stinglings place little value on beauty, but do appreciate those with larger or sharper stingers.

Gender Ideals

Males provide protection and food for a stingling tribe, while the females raise the young and teach them about poisons and the stingling way of life.

Courtship Ideals

Stinglings often perform a dance with a potential mate, in which they lock pinchers and traverse in circles. Should the courtship be both to their liking, they then mate and go their separate ways. Many stinglings never learn the identity of their fathers.

Relationship Ideals

Stinglings rely on each other to survive, and while they don't form particulary strong friendships, stinglings know that they can count on their caravan to help protect them. Stinglings view their race as one large family, and thus aren't particularly attached to any actual family member, and a stingling might leave its family tribe and join a different one more to its liking.

Average Technological Level

Stinglings are fascinated with poison, and most of their efforts go into crafting newer and more potent toxins and venoms.

Major Language Groups and Dialects

Most stinglings speak Enthos, but often pick up other languages in their travels. They are also found speaking Common, Hive-dance, Terran or Undercommon.

Common Etiquette Rules

Stinglings are likely to lash out with their tails when suprised, so its wise not to sneak up on one or cause it undue exicitment.

Common Dress Code

Stinglings often wear long robes that cover a majority of their bodies. These robes are multipurposed; they serve to help protect them from the desert heat and sun's glare while on the surface, and to help keep them warm while in the depths of The Underrealm.

Culture and Cultural Heritage

Stinglings are a nomadic culture, and thus place heavy value on certain locations and of the process of traveling itself.

Common Taboos

Due to their cold nature, stinglings are unlikely to do anything for free, and a stingling that cares overly for others beyond its own need for survival is viewed as an abberation.

Common Myths and Legends

Most stinglings worship their racial demigod, Matha the Scorpion King.

Interspecies Relations and Assumptions

Stinglings are treated carefully by other races, as their knowledge of poison makes them dangerous to upset. Their obsession with perfecting poisons often leads them to test their homemade poisons on small animals (and occasionally captured prisoners for the more evilly-inclined). This generally causes them to have a cold and scientific attitude towards life in general, and this detachment often causes unease with other races. They get along well with the Orochi, Weaverlings, and the Zercs, as they all share a common interest in poisons. They absolutely hate the Duergar, due to their racial immunity to poison, and some have made it their life goal to find a poison that will affect them.

Racial Table - Stingling: Hit Dice: D8; Class Skills: Knowledge (Nature), Knowledge (Geography), Stealth, Perception, Survival; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus spears and natural attacks; Armor Proficiency: Medium
1st BAB Fort Reflex Will Abilities
1st +0 +2 +0 +0 Desert Stride, Natural Armor, Sting, Poison Use, Vermin Empathy
2nd +1 +3 +0 +0 Poison Resistant
3rd +2 +3 +1 +1 Natural Armor Increase, Sting Increase
4th +3 +4 +1 +1 Poison Mastery, +1 Intelligence, +1 Wisdom
5th +3 +4 +1 +1 Natural Armor Increase, Sting Increase

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19) +1d6 years (15 - 21) +1d8 years (15 - 23)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 2 ft. 4 in. +2d6 in. (2 ft. 6 in. - 3 ft. 4 in.) 25 lbs. +(2d6 in.) (27 - 37 lbs.)
Female 2 ft. 2 in. +2d6 in. (2 ft. 4 in. - 3 ft. 2 in.) 20 lbs. +(2d6 in.) (22 - 32 lbs.)

Stingling Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
30 years 45 years 60 years 60 + 1d10 years (61 - 70 years)

Random Stingling Homelands
% Rolled Homeland Trait Gained
01-35 Subterranean Nomad
36-70 Desert Desert Child
71-85 Forest Potent Concoctions
86-95 Mountain Alchemical Fence
96-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Stingling Families
% Rolled Parental Status
01-30 Only Father is alive
31-60 Only Mother is alive
61-87 Both of your parents are dead
88-00 Both of your parents are alive
Random Stingling Siblings
% Rolled # of Siblings
01-20 1d8-1 Siblings
21-40 1d6-1 Siblings
41-60 1d4-1 Siblings
61-80 1d3-1 Siblings
81-95 1 Sibling
96-00 No siblings
Lifespan
61 - 70 years
Average Height
2 ft. 4 in. - 3 ft. - 4 in.
Average Weight
22 - 37 lbs.
Average Physique
A stinglings stinger, pincher-like hands, and general stature often makes them struggle with fine motor control, and thus are quite slow.
Body Tint, Colouring and Marking
Most stinglings are black or grey-colored, but can sometimes have a more light-colored tint, such as brown or even yellow.
Geographic Distribution

Stingling

Type Vermin (Enthos)
Ability Score Modifier +2 Intelligence, +2 Wisdom, -2 Dexterity. Stinglings are smart and patient, but rather slow moving.
Size small
Speed Stinglings have a base speed of 20 feet.
Language A stingling begins play speaking Enthos. A stingling with a high intelligence score can pick from the following languages: Common, Hive-dance, Terran or Undercommon.

  • Materil: Stinglings can be tied to either the Earth or Water Materil, allowing them to become Earthbreakers or Watershifters.
  • Darkvision: Stinglings can see perfectly in the dark up to 60 feet.
  • Low-light Vision: Stingling can see twice as far as humans in low-light conditions.
  • Desert Stride (Ex): A stingling can move unhindered in desert terrains. Magically altered terrain affects them normally.
  • Natural Armor: Stinglings gain a +1 natural armor bonus to their AC. This bonus increases by 1 at 3rd and 5th racial levels.
  • Poison Use: Stinglings are trained with poisons since birth and never risk poisoning themselves when applying poison to their weapons.
  • Stinger: A stingling has a Sting natural attack that deals 1d3 points of damage. This attack is a primary attack. The damage from this attack increases to 1d4 at 3rd racial level and 1d6 at 5th racial level. A stingling can apply poison to its stinger as if it was a manufactured weapon, although while doing so it is unable to use its racial poison.
  • Vermin Empathy: All enthos can utilize the Handle Animal skill on vermin creatures, despite them being mindless. An enthos spellcaster can cast spells that normally only affect animals on a vermin creature, and enthos druids can utilize wild empathy on vermin as if they were normal animals. An enthos gains a +4 racial bonus to handling vermin of a similar nature to them.
  • Poison (Ex): Starting at 2nd racial level, a creature damaged by a stingling’s stinger must make a Fortitude save or be affected by the following poison: Stingling Poison (Ex) Sting - Injury; save Fortitude DC (10 + ½ the stingling’s HD + the stinglings Con modifier), Frequency 1/round for 6 rounds, Effects 1d2 Strength damage, Cure one consecutive save. A creature that has successfully saved against a stinglings poison cannot be affected by the same stinglings poison for 24 hours. A stingling is immune to the poison of another stingling.
  • Resistant: Starting at 2nd racial level, stinglings gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This bonus increases by 1 for every 5 hit dice beyond the 5th the stingling possesses.
  • Poison Mastery: At 4th racial level, a stingling increases the DC of any poisons it uses (including its stingling poison) by 1, and again at every five hit die after the 4th they possess.

Alternate Racial Traits
  • Cave Dweller: Some stinglings dwell solely in the deep depths under the deserts instead of on the surface. They gain a +1 on Knowledge (Dungeoneering) and Survival checks made while underground. These bonuses increase by 1 for every two hit dice beyond the 1st the stingling possesses. This trait replaces the Desert Stride trait.
  • Pincers: Some stinglings have more pronounced pincers in addition to their tails. This set of pincers is a secondary natural attack that deals 1d4 points of damage. This trait replaces the Desert Stride trait.
  • Undersight: Some stinglings have eyes that have adjusted to living in only darkness. These stinglings lack low-light vision and have darkvision of 120 feet, but have the light blindness trait. This trait alters the stinglings senses.


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