Nattinuq are a spiritual people who reside in the cold and snowy caverns beneath the Amiraz Floe. Nattinuq have an innate connection to the spirits of the wilds around them and spend most of their lives in solitary communion with the spirits of nature. Natural diviners and friends of the earth, nattinuq who leave their solitary lifestyle find a world that eschews respect for the spirits that they hold so dear.
Appearance: Nattinuq appear as short humanoids with leathery skin and three stubby ridges which run from their forehead down their back. Nattinuq have broad fingers and toes which help to propel them through the water. When on land, Nattinuq outfit themselves in furs and leathers, though their thick skin warms them enough that heavy clothing is often unnecessary.
Location: Nattinuq live in the icy caverns that weave through the Amiraz Floe. A solitary people, nattinuq do not have cities or settlements.
Alignment and Religion: Nattinuq are solitary creatures, generally eschewing laws, rules, or restrictions posed by others. Additionally, their connection to the spirits and their skill at divination keys them into the the suffering of the earth and other humanoids. These traits generally predispose the nattinuq toward a neutral good alignment. Nattinuq generally revere the spirits of nature and shun organized religion, if they even encounter it at all.
Relations: Nattinuq rarely encounter other humanoids, many living their entire lives without seeing more than 3 or 4 intelligent humanoids. However, those few nattinuq who do venture into the civilized world find themselves at odds with industrious creatures such as shifuni, preferring to keep the company of wise creatures connected to nature such as the andrui or ganej.
Adventurers: Nattinuq who leave their homes in the Amiraz Flue are rare but those who join adventuring parties are even rarer. Nattinuq who take up arms are worthy allies, often becoming sages, shamans, stargazer, or divination specialized wizards.
Lifespan: Adulthood 30 years | Intuitive +2d4 years (32 – 38 years) | Self-Taught +4d6 years (34 – 54 years) | Trained +6d8 years (36 – 78 years)
Height: 3 ft. 0 in. +2d6 in. (3 ft. 2 in. – 4 ft. 0 in.)
Weight: 60 lbs. +(1d4×5 lbs.) (65 – 80 lbs.)
Names: Aluqi, Osha, Siluq, Inapiat, Ujurak, Tling, Tulimba, Tanacross, Chehalis, Kolo, Holikaiak
Standard Racial Traits
Ability Scores: Nattinuq are wise and resilient but their solitary lifestyle leaves them awkward in large groups. Nattinuq gain a +2 racial bonus to their Constitution and Wisdom scores but take a –2 penalty to their Charisma score.
Size: Nattinuq are are small sized, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Type: Nattinuq are humanoids with the Nattinuq subtype.
Base Speed: Nattinuq have a base speed of 30 feet.
Languages: Nattinuq begin play speaking Common and Sylvan. Nattinuq with high Intelligence scores can choose from the following: Aquan, Luminate, Aboleth and Grippli. See the Linguistics skill page for more information about these languages.
Additional Racial Traits
Warm Hide: A nattinuq’s hide is thick and leathery, protecting them against the cold. Nattinuq are not affected by cold environment, and can exist in temperatures as low as -50 degrees Fahrenheit. Additionally, nattinuq’s skin grant them cold resistance 5 and a +1 natural armor bonus to their AC.
Guided by the Earth: A nattinuq is guided by the spirits of nature in all they do. Whenever a nattinuq casts a divination spell that requires a percentage roll, the nattinuq adds their Wisdom modifier to the result of their roll.
Natural Swimmer: Nattinuq have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Hold Breath: Nattinuq can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Bone Ridges: A nattinuq’s bone ridges and thick hide grant them the ability to make a lacerating headbutt. Nattinuq gain a slam attack with their forehead. This is a secondary attack that deals 1d6 points of slashing damage.
Spirit Depths: Nattinuq have a spiritual connection to the ice and snow around them. Nattinuq gain Knowledge (Nature) and Knowledge (Religion) as class skills and gain a +1 racial bonus to each of those skills.
Appearance: Nattinuq appear as short humanoids with leathery skin and three stubby ridges which run from their forehead down their back. Nattinuq have broad fingers and toes which help to propel them through the water. When on land, Nattinuq outfit themselves in furs and leathers, though their thick skin warms them enough that heavy clothing is often unnecessary.
Location: Nattinuq live in the icy caverns that weave through the Amiraz Floe. A solitary people, nattinuq do not have cities or settlements.
Alignment and Religion: Nattinuq are solitary creatures, generally eschewing laws, rules, or restrictions posed by others. Additionally, their connection to the spirits and their skill at divination keys them into the the suffering of the earth and other humanoids. These traits generally predispose the nattinuq toward a neutral good alignment. Nattinuq generally revere the spirits of nature and shun organized religion, if they even encounter it at all.
Relations: Nattinuq rarely encounter other humanoids, many living their entire lives without seeing more than 3 or 4 intelligent humanoids. However, those few nattinuq who do venture into the civilized world find themselves at odds with industrious creatures such as shifuni, preferring to keep the company of wise creatures connected to nature such as the andrui or ganej.
Adventurers: Nattinuq who leave their homes in the Amiraz Flue are rare but those who join adventuring parties are even rarer. Nattinuq who take up arms are worthy allies, often becoming sages, shamans, stargazer, or divination specialized wizards.
Lifespan: Adulthood 30 years | Intuitive +2d4 years (32 – 38 years) | Self-Taught +4d6 years (34 – 54 years) | Trained +6d8 years (36 – 78 years)
Height: 3 ft. 0 in. +2d6 in. (3 ft. 2 in. – 4 ft. 0 in.)
Weight: 60 lbs. +(1d4×5 lbs.) (65 – 80 lbs.)
Names: Aluqi, Osha, Siluq, Inapiat, Ujurak, Tling, Tulimba, Tanacross, Chehalis, Kolo, Holikaiak
Standard Racial Traits
Ability Scores: Nattinuq are wise and resilient but their solitary lifestyle leaves them awkward in large groups. Nattinuq gain a +2 racial bonus to their Constitution and Wisdom scores but take a –2 penalty to their Charisma score.
Size: Nattinuq are are small sized, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Type: Nattinuq are humanoids with the Nattinuq subtype.
Base Speed: Nattinuq have a base speed of 30 feet.
Languages: Nattinuq begin play speaking Common and Sylvan. Nattinuq with high Intelligence scores can choose from the following: Aquan, Luminate, Aboleth and Grippli. See the Linguistics skill page for more information about these languages.
Additional Racial Traits
Warm Hide: A nattinuq’s hide is thick and leathery, protecting them against the cold. Nattinuq are not affected by cold environment, and can exist in temperatures as low as -50 degrees Fahrenheit. Additionally, nattinuq’s skin grant them cold resistance 5 and a +1 natural armor bonus to their AC.
Guided by the Earth: A nattinuq is guided by the spirits of nature in all they do. Whenever a nattinuq casts a divination spell that requires a percentage roll, the nattinuq adds their Wisdom modifier to the result of their roll.
Natural Swimmer: Nattinuq have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Hold Breath: Nattinuq can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Bone Ridges: A nattinuq’s bone ridges and thick hide grant them the ability to make a lacerating headbutt. Nattinuq gain a slam attack with their forehead. This is a secondary attack that deals 1d6 points of slashing damage.
Spirit Depths: Nattinuq have a spiritual connection to the ice and snow around them. Nattinuq gain Knowledge (Nature) and Knowledge (Religion) as class skills and gain a +1 racial bonus to each of those skills.
Racial Boons
Lacerating Ridges -Feat (Combat)
Prerequisites: Nattinuq, Bone Ridges racial trait
The slam natural attack you gain from your Bone Ridges racial trait is treated as a primary attack. When you make a successful slam attack with your bone ridges, you deal 1 point of bleed damage. Additionally, when you hit with the Head-butt style strike of an Unchained Monk, you are considered to have hit with a slam attack with your forehead for the purposes of this feat and other feats which list Lacerating Ridges as a prerequisite.
Improved Lacerating Ridges - Feat (Combat)
Prerequisites: Nattinuq, Bone Ridges racial trait, Lacerating Ridges
When you make a successful slam attack with your bone ridges, you deal 2 points of bleed damage instead of 1. Additionally, bruising occurs around the site of the laceration, making it tender. The next time the target is healed by a spell or spell-like ability, the healing the target receives is halved. The bruising fades after the target receives healing or a number of minutes equal to the Nattinuq’s Strength modifier, whichever comes first. Multiple uses of this ability stack in duration.
Greater Lacerating Ridges - Feat (Combat)
Prerequisites: Nattinuq, Bone Ridges racial trait, Lacerating Ridges, Improved Lacerating Ridges
When you make a successful slam attack with your bone ridges, you deal 3 points of bleed damage instead of 2. Additionally, the bruising around the site of the laceration makes the site so painful that some healing spells simple fail. If a creature attempts to affect a bruised creature with a spell or spell-like ability that deals hit point damage, the creature must attempt a concentration check (DC = 10 + the level of the spell + the Nattinuq’s Strength modifier at the time the bruising occurred). If the check is successful, the healing is halved and the bruise fades. If the check fails, the spell is lost with no effect and the bruise fades.
Lacerating Ridges -Feat (Combat)
Prerequisites: Nattinuq, Bone Ridges racial trait
The slam natural attack you gain from your Bone Ridges racial trait is treated as a primary attack. When you make a successful slam attack with your bone ridges, you deal 1 point of bleed damage. Additionally, when you hit with the Head-butt style strike of an Unchained Monk, you are considered to have hit with a slam attack with your forehead for the purposes of this feat and other feats which list Lacerating Ridges as a prerequisite.
Improved Lacerating Ridges - Feat (Combat)
Prerequisites: Nattinuq, Bone Ridges racial trait, Lacerating Ridges
When you make a successful slam attack with your bone ridges, you deal 2 points of bleed damage instead of 1. Additionally, bruising occurs around the site of the laceration, making it tender. The next time the target is healed by a spell or spell-like ability, the healing the target receives is halved. The bruising fades after the target receives healing or a number of minutes equal to the Nattinuq’s Strength modifier, whichever comes first. Multiple uses of this ability stack in duration.
Greater Lacerating Ridges - Feat (Combat)
Prerequisites: Nattinuq, Bone Ridges racial trait, Lacerating Ridges, Improved Lacerating Ridges
When you make a successful slam attack with your bone ridges, you deal 3 points of bleed damage instead of 2. Additionally, the bruising around the site of the laceration makes the site so painful that some healing spells simple fail. If a creature attempts to affect a bruised creature with a spell or spell-like ability that deals hit point damage, the creature must attempt a concentration check (DC = 10 + the level of the spell + the Nattinuq’s Strength modifier at the time the bruising occurred). If the check is successful, the healing is halved and the bruise fades. If the check fails, the spell is lost with no effect and the bruise fades.