Caradhaker (Character Kit)

The caradhaker bearing embodies measured patience and calm confidence a demeanor that follows naturally from their secret skills and strict physical and mental disciplines. Mindstalkers are at their calmest and most confident when an encounter with mind flayers is imminent, and they are violently competent in the midst of an illithid encounter.
Requirements: A mindstalker can be of any character class normally available to dwarves but must have a Wisdom of at least 12 and an Intelligence of at least 9.
The caradhaker sect cares not whether its members are male or female; however, the sect sometimes pursues illithid spoor into dwarven communities where female warriors are an anomaly. In such cases, gender tensions can cause a community to spurn the help offered by the caradhaker. Female mindstalkers who remain grounded in the discipline of the sect are well armored against this sort of bias.
Those who take up the training to become a caradhaker are devoted for life. The skills, once learned, cannot be unlearned, and the secret passwords and signs used by fellow members to identify each to the other are also not easily forgotten. What's more, the sect actively seeks out those among the flock who have been lax in accomplishing their duty. A special quest (to destroy a particular mind flayer infestation, for instance) is given to those dwarves whose devotion is found wanting. Those caradhaker who accomplish the quest are once again back in good standing with the sect. Those who do not perform the quest, for whatever reason, are marked as rogues, no better than the illithids themselves, and they are treated as fair game by all other mindstalkers. Such rogue caradhaker usually live only a short time as a fugitive from their vengeful kindred.
Role: Caradhaker sometimes work in groups when an illithid community is discovered. Far more often, mindstalkers work apart from the other dwarves in the sect. In such cases, the lone caradhaker travels abroad in search of other dwarven halls, seeking to pass on illithid-slaying skills to uninitiated communities of dwarves.
Of course, a mindstalker does not only pass along his or her skills but also seeks to apply them whenever possible. Mindstalkers are not averse to traveling with adventuring companies of mixed race, because such companies have a reputation for covering large areas. The caradhaker realizes that, sooner or later, the group wilt encounter illithids and deal with them.
Secondary Skills: If secondary skills are used in the campaign, a mind- stalker should have the hunter skill.
Weapon Proficiencies: Mind stalkers can choose any weapon appropriate to their class standards and restrictions.
Bonus Nonweapon Proficiencies: Illithid sense, lucid buffer (see “Caradhaker Proficiencies”).
Recommended Nonweapon proficiencies: Direction sense, underground navigation (see The Complete Book of Dwarves), illithid track, cerebral blind, read qualith.
Equipment: At the DM's option, a caradhaker may start the game in possession of or with access to one of the new magical items described in “Caradhaker Magical Items.”
Distinctive Appearance: Mindstalkers appear and dress as appropriate to their class and clan, with two exceptions. First, many dwarves with this kit wear their hair shaved on top except for a long queue, reminiscent of the githyanki hair style. (Dwarven beards remain inviolate, of course). Secondly, experienced caradhaker often wear one or more shrunken, mummified illithid heads on their harnesses as a mark of their dedication and as proof of past victories.
Special Benefits: A mindstalker rechannels the usual dwarven racial hatred for orcs, half-orcs, goblins, and hobgoblins into a hatred for illithids, gaining a +1 bonus to hit and damage in melee against illithids.
Additionally, if the DM uses psionic rules in the campaign, the strict caradhaker training and discipline adds an additional chance (check) for the character to awaken any still slumbering psionic wild talents within the trainee's mind. (See the “Caradhaker Psionics” sidebar if you use psionics rules; otherwise see “Evolved Caradhaker Proficiencies.”) If a mindstalker elects to make the additional check to uncover a latent wild talent, add a +10 percent bonus to the character's overall chance of success. Rules for psionic wild talent and psionics in general can be found in either The Complete Psionics Handbook or in the PLAYER'S OPTION™: Skills & Powers book.
Special Hindrances: Mindstalkers lose the standard dwarven racial ability of a +1 attack bonus against orcs, half-orcs, goblins, and hobgob lins because of their mind flayer focus.
Additionally, if the DM uses psionic rules in the campaign, those dwarves who do manage to awaken a mental psionic wild talent compromise their physical integrity to a small degree. Instead of gaining +1 to saving throws vs. magical attacks and poison for every 3½ points of Constitution, caradhaker with psionic wild talents gain only +1 to these saving throws for every 6 points of Constitution. Thus, a caradhaker with psionic powers gains a maximum of +3 to saves for an 18 Constitution. If the DM allows a player to use the advanced Caradhaker proficiencies instead of wild talents for a non-psionic campaign, the same penalty described above also applies.
Wealth Options: A mindstalker starts the game with wealth appropriate to his class, level, and clan.
== NWP ==
===Caradhaker Proficiencies===
The non-weapon proficiencies introduced below are available only to dwarves who take the mindstalker kit. They should not be available to char- acters not steeped in caradhaker lore and training, although the DM is free to adapt these proficiencies to rrakkma githzerai (“Rrakkma” is the special name githzerai use to identify their own bands of illithid slayers) and illithid-killing githyanki hunting parties, since since caradhaker lore descends from skills originally possessed by these ancient illithid-hating races.
Illithid Sense
(1 slot, Wisdom -4/-1)
lllithid sense gives the Mindstalker a chance to integrate subtle clues spoor, “tunnel vibrations,” and even psychic emanations that indicate the presence of illithids within 200 feet.
This proficiency functions passively; whenever a caradhaker comes within 200 feet of an illithid in an underground setting, the DM secretly rolls a check at the -4 modifier. If successful, the character becomes aware of near- by illithid activity, but not the distance or the direction. Once a check is failed, the DM does not roll for another passive check for a minimum of 1 hour, or until the DM deems that some obvious clue of illithid presence has been over looked by the character. A mindstalker can also choose to make an active check for signs of illithid activity (no more than 1/hour). The conscious check takes a full 3 rounds to accom plish but is made at only a -1 modifier to the character's Wisdom.
For example, the DM might tell the caradhaker's player (after secretly checking against the player's illithid sense proficiency), “Something tickles the back of your mind a stray, clam my draft from up the tunnel to the left smells of garlic. In other words, there be illithids here!”
Illithid Track
(1 slot, Wisdom +2)
Normally, non-rangers find it difficult to track creatures even with the tracking proficiency (since non-rangers suffer a -6 penalty to their proficiency check). Thankfully, caradhaker developed their specialized version of tracking designed specifically to find illithids. This proficiency in no way confers the ability to track other types of creatures.
Mindstalkers with the illithid tracking proficiency can follow mind flayers across most types of terrain. Besides the Modifier listed above, all the modifiers listed on Table 39: Tracking Modifiers in the Player's Handbook also apply.
To track an illithid, a caradhaker must first find the trail. lllithid sense is ideal for discovering the track; however, if mind flayers have been through an area within the hour (or if an eyewitness report or other strong evidence is available), an illithid track proficiency check is rolled to discover the trail. A failed check means that no track is found.
If the trail is found, additional checks are made if the terrain significantly changes, a second track (of any creature type) crosses the first, or the caradhaker resumes tracking after a halt to rest, eat, fight, etc.
Once a tracker fails a proficiency check and loses a trail, another check can be rolled after spending at least one hour searching the area for new signs, or after a successful illithid sense proficiency check. If more than one mindstalker is following a trail, a +1 bonus modifier is added to the most adept tracker's check.
Lucid Buffer
(2 slots, n/a)
Lucid Buffer functions differently depending on how the DM handles illithid psionic abilities.
If the DM treats illithid psionics as spell-like powers (as in the MONSTROUS MANUAL™ book), a character with the lucid buffer proficiency automatically gains a +4 to saving throws to resist an illithid's mind blast, suggestion, charm, and ESP powers. This saving throw applies only when those powers are used by an illithid, illithid-kin (ulitharids, vampiric illithids, alhoons, urophions, neothelids, or elder brains) or similarly “psionic” creatures.
If the DM uses psionic rules from The Complete Psionics Handbook, an illithid (or other psionic creature) must use the contact power upon a victim to “open” his or her mind before any other power can subsequently affect the victim. A mindstalker with lucid buffer automatically penalizes the contact power score by -4 when an illithid (or another psionic creature) attempts to use contact against the mindstalker. Mindstalkers save against illithid mind blasts as described above.
If the DM uses psionic rules from either PLAYER'S OPTION: Skills & Powers or the DARK SUN® campaign setting (or as described in the lllithiad MONSTROUS ARCANA book), an illithid (or other psionic creature) can use any of five psionic attacks to “open” the mind of a victim to further uses of other psionic powers. A caradhaker with lucid buffer reduces his MAC (Mental Armor Class) by -4 to resist having his mind opened by psionic attacks from any creature. Mindstalkers save against illithid mind blasts as described above.
Cerebral Blind
(2 slots, Wisdom -2)
When the illithid attempts to use ESP, charm, or suggestion in a non psionic campaign, or if an illithid successfully “opens” the mind of a caradhaker (either with contact or with a successful psionic attack in a psionic campaign), the mindstalker can attempt to trigger cerebral blind with a successful proficiency check before the illithid can actually make use of the power (or use the secondary psionic science or devotion upon the victim). If the proficiency check fails, the power (or secondary psionic effect) works normally.
If the proficiency check succeeds, a complex mental blind comes to the surface of the caradhaker's mind. The blind is a mental maze incorporating both linear and analog elements, hundreds of similar but subtly different mental pathways that confuse the illithid for 1d4+1 rounds. While the illithid is confused, it can take no other action; however, neither can the dwarf do anything but mentally “hold” the blind in place, possibly giving his or her compatriots a few free rounds of action.
In a psionic campaign, cerebral blind gives the caradhaker up to five chances to close his mind (with a successful save vs. paralyzation at a -4 penalty). As soon as the dwarf's mind is closed, the illithid is similarly freed from staring helpless at the cerebral blind.
Read Qualith
(2 slots, Intelligence -3)
As described in The Illithiad, mind flayers use a system of writing based on texture and touch called qualith. To the eye, qualith resembles four parallel striated lines. To the non-illithid, the
writing is fiendishly hard to grasp; full meaning comes only to those able to follow each of the four lines with a tentacle or other appendage simultaneously. Each line modifies the meaning of the other lines; the complete meaning is clear only in the gestalt presented by all four lines together.
Mindstalkers believe that to kill the illithids, they must understand the illithids. Thus, some labor to under stand the illithid “alphabet.” Those with the read quality proficiency can run four fingers along the striated lines to attempt to understand the message contained therein. A successful profi- ciency check allows a basic under standing of a passage or distinct message; fine inferences and nuances can not be appreciated by non illithids. Each separate message or passage requires an additional proficiency check to decipher.
===Evolved Caradhaker Proficiencies===
In non-psionic campaigns, the mental disciplines of the mindstalkers take the form of “evolved proficiencies.” Of course, these proficiencies are much more expensive than usual and thus not easily acquired. Furthermore, if a mindstalker in a non-psionic campaign takes even one of these evolved proficiencies, he or she immediately accrues the Constitution penalty described above under special hindrances in the mindstalker kit.
Blast Feedback
(4 slots, Wisdom -2)
This evolved proficiency is useful only against an illithid's mind blast it has no effect against other illithid special powers. When a Mindstalker with this proficiency falls victim to a mind blast, a successful proficiency check for Blast feedback triggers deeply ingrained neuronal pathways in the caradhaker that sets up a feedback loop with the individual illithid that first attacked. Blast feedback doesn't trigger unless the mind blast pene- trates the victim's higher brain centers a Mindstalker that successfully used the lucid buffer proficiency can not use this power, but a failed lucid buffer proficiency check still allows blast feedback to be used. Basically, the illithid's own power is redirected back at it, catching the mind flayer in its own mind blast! All creatures normally affected by the blast, including the individual with this proficiency, are stunned for 3d4 rounds (as is standard); however, the attacking illithid suffers the same effect.
Brain Nausea
(4 slots, Wisdom 3)
Brain nausea allows a caradhaker consciously to change his pheromone biochemistry through mental disci- pline and biofeedback techniques. When the proficiency is triggered, the caradhaker releases a natural combination of pheromones. This subtle chemical change causes all creatures that come into physical contact with the dwarf subconsciously to prefer not to eat a brain, for the creature's taste preferences have been altered. For most creatures, this is on par with their natural inclinations anyway, but this antibrain preference goes against an illithid's nature. Since this effect is a subconscious alteration of appetite on a biochemical level, affected creatures are not likely to realize what has happened to them. Of course, illithids can be affected by this proficiency only if they make physical contact with the dwarf, due to their inability to detect odor (see The Illithiad).
An illithid affected by brain nausea is 95% likely to refrain from extracting and eating the brain of a victim after a successful mind blast or while in the midst of melee. Of course, the illithid might decide to capture the victim to place him or her into a slave gang, use other powers on the victim, or merely leave after a brief encounter with caradhaker foes, feeling inexplicably “full.” No other motivations of the illithid are affected, and the illithid itself does not realize that it is taking any course of action other than what it would have “naturally” decided.
Anti-Mucous Bulwark
(5 slots, Wisdom -3)
Much of a mind flayer's physical integrity is tied up in its hideous mauve skin and the thin layer of mucous that glistens thereon. Not only does the mucous serve to keep the illithid's skin moist but it also is tied in with their powers of mind and even their magic resistance, to some degree. (See The lllithiad MONSTROUS ARCANA tome for a full explanation of this intricate relationship.) Thus, this power has significant potential to harm an illithid.
When this proficiency is triggered successfully, the Mindstalker consciously takes control of his own bio- chemistry to a limited degree through biofeedback techniques. Through effort of mind alone, the dwarf exudes an oily, alkaline sweat over his or her entire body for a period of one turn/ level. A dwarf using this power looks as if it has just completed a mighty task and is drenched from head to foot in strange-smelling perspiration. Because the sweat can get in a dwarf's eyes and slick his palms, the caradhaker suffers a -1 penalty to attacks while coated, but that is a small price to pay for a barrier that acts like a powerful detergent against illithid mucous.
When an illithid makes a successful physical attack (such as a tentacle strike) against a dwarf with an active anti-mucous bulwark, the illithid suf- fers 1d10 hp damage and lowers its magic resistance (MR) by 1d10 percent. (Note that an illithid's MR never drops below a base 18 percent.) Moreover, cumulative damage and MR drain occurs for every round an illithid remains in contact with a dwarf using this power, as might happen when an illithid attempts to attach its tentacles to a victim in preparation to draw out the brain). As might be expected, an illithid that runs across a caradhaker with this proficiency usu- ally chooses to avoid pressing a physical attack. Of course, this doesn't stop a caradhaker from attempting to punch or make overbearing attacks against an illithid so as to bring its anti-mucous bulwark into play.
Unless an illithid is killed through the use of this power, its MR score returns at a rate of 3 percent per hour; however, hit points return at their nor- mal rate.
==Magical Items==
===Caradhaker Magical Items===
The items introduced below are usually available only to caradhaker. It is certainly possible that items of caradhaker manufacture have fallen into the hands of non-mindstalkers as gifts, via mishap, or even through theft. Additionally, rrakkma githzerai and illithid-killing githyanki hunting parties possess items similar to those described below.
Desh (Urlamp)
These magical lamps look similar to standard dwarven oil lamps, although only 23 desh currently exist. Close scrutiny reveals the following message inscribed upon the lamp's base in Dwarvish, “In Darkness, Light.” This inscription is the command word that causes the lamp to illuminate an area centered on the lamp's wick like a light spell but in a 30' radius for two hours. The urlamp (as it is called in the common tongue) can be used in this fashion once in every 24-hour period. The holder of the lamp can extinguish the lamp before its natural expiration, but this still counts as one full use. The light can also be extinguished by darkness, dispel magic, and similar spells.
What makes the urlamp exceptional is that it is enchanted to confuse the sight of any illithid or illithid-kin that comes into its illumination. lllithids within 30 feet of the lamp become blind, functioning just as a creature moving in complete darkness (-4 to hit foes, etc.). Blinding an illithid star tles it sufficiently so that it breaks off an attack for 1d4 rounds if it makes a save vs. petrification or causes the illithid to flee the radius of the urlamp's illumination if it fails a save.
XP Value: 850 GP Value: 2,000
Kulgari (Path Bolts)
A quiver of 12 enchanted path bolts (as they are known in the Common tongue) is a mighty boon for a mind stalker or any who seek to find or harm illithids. When a path bolt is fitted to a crossbow string and fired in a random direction, it instantly homes on the closest illithid within a one-mile radius as swiftly as a normal bolt shot from a crossbow. If no illithids are within a one-mile radius, the path bolt simply fires normally. If there is an illithid within one-mile, the path bolt forsakes any normal course or non illithid to find its true target, even if this requires the arrow to make sharp turns, navigate stairs, or fly down wells or shafts.
If no barriers intervene, a path bolt flies from the darkness to attack the target illithid with a THAC0 of 10 (likely surprising the illithid far more than harming it). If a barrier does intervene, the bolt slows and falls to the ground in front of the barrier. If the barrier is removed (the door is opened, etc.) any time thereafter while any illithid remains within one mile of the arrow, the bolt automatically relaunches itself and seeks the nearest illithid, even if different from the illithid initially targeted, resolving its attack as described above. A path bolt can negotiate up to three barriers in this fashion before its magic is permanently expended. If a path bolt is picked up while it is “pausing” before a barrier, its magic is also expended.
The reason these items are called path bolts is that while homing on illithids, the missile leaves behind a glowing phosphorescent trail that fades away after two turns. Before the trail fades, illithid hunters can follow it to their prey. Of course, an illithid that suddenly receives a surprise crossbow bolt in its chest with a glowing trail leading back to the archer might well follow the trail in reverse or dispatch servants to extract its vengeance.
Once used, a path bolt loses all enchantment, becoming a normal, if well-fletched, crossbow bolt.
XP Value: 2,000 GP Value: 1,000
Malgari (Bolts of Deprivation)
These powerful magical bolts appear much as normal bolts appro- priate for use in crossbows, except for a special caradhaker design along their shafts. Bolts of deprivation (as they are called in the Common tongue) are normally discovered in quivers of 12. Against most targets, the bolts of depri- vation act as one-use bolts +1, but against illithids malgari are more use- ful. Each bolt is magically enchanted to destructively interfere with an illithid's magic resistance (by neutralizing a portion of a mind flayer's psychoactive body-covering slime).
Each bolt of deprivation that successfully hits an illithid causes the illithid to lose 3-18% (3d6) of its magic resistance for a period of 1 turn. Multiple bolts have a cumulative effect upon an illithid's magic resistance total (i.e., three bolts that strike the same illithid each for a 9% MR reduction drain the illithid of 27% MR); however, a mind flayer's magic resistance regenerates back to full (90%) after one turn.
XP Value: 2,000 GP Value: 1,000
Ashek Kuldell (Serving Axe)
Ashek Kuldell is a unique magical item. The haft of the axe is carved of ironwood, and its blade is forged of an ore originally brought by Kairoth from the rocky remains of an unhallowed god adrift in the Astral Plane. Such esteemed origins also invested Ashek Kuldell with sentience; it has an Intelligence of 13 and an Ego of 21. Its special purpose is the eradication of all things illithid. Anyone wielding Ashek Kuldell who is not hunting illithids must check Ego against the axe any time the wielder's combined Wisdom and Intelligence drops below 20 (see the intelligent weapon rules in the DUNGEON MASTER™ Guide); if Ashek Kuldell gains mastery, it forces the wielder toward the nearest subterranean access to hunt and kill illithids. If this requires a journey of many days or weeks, so be it.
Ashek Kuldell is a battle axe +3. Its power is anathema toward illithids: against illithid kin (ulitharids, vampiric illithids, alhoons, urophions, neothe- lids, or elder brains) the axe inflicts double damage, and against true illithids, the axe causes triple damage.
Furthermore, in melee against illithids and their kin, Ashek Kuldell severs one tentacle from an illithid target on a natural attack roll of 19, and on a natural 20, the axe severs two tentacles. Each tentacle severed inflicts an additional 1d8 hp damage upon the illithid and forces it to roll against morale at a -3 penalty or flee from the conflict.
Ashek Kuldell responds to its wielder's desire to shed magical light that is equal in all respects to that shed by the urlamp described above, with all the abilities and restrictions of that magical item.
XP Value: 4,000 GP Value: 20,000
Chimes of Hiding
A chime of hiding is a hollow silver tube about six inches long. When it is struck, it sends forth psionic vibrations that act as “white noise,” preventing illithids, elder brains, and other psionic creatures from psionically detecting any creatures initially within 20 feet of the chime when it was struck for one full turn. A dull thunk is also audibly noticeable when the chime is struck and could serve to draw attention to
the chime holder, as it in no way conceals those it mentally protects from normal senses. Fortunately, the chime of hiding functions for its full one turn duration even if its holder moves from where it was initially struck, but creatures that were not within 20 feet of the chime when it was struck are not psionically veiled if they come into the area of effect afterward. The chime of hiding can be sounded 3/day.
XP Value: 1,000 GP Value: 1,500
== Psionics ==
Caradhaker Psionics
If your campaign employs psionics rules, then use these abilities rather than the evolved caradhaker proficiencies. Do not use both.
The following new psionic powers are usually available only to caradhaker dwarves with wild psionic talant. Dwarves of this sect that awaken a wild talent as a result of taking the mindstalker kit must choose at least one of their psionic powers from among those described here before acquiring powers from other sources.
The powers listed below appear in a streamlined Player’s Option™: Skills & Powers format. However, they are also compatible with the psionics system form The Complete Psionics Handbook with the following modifications:
❖ Add 6 to the MAC score for each psionic discipline to convert it to a Power Score. Thus, a power with a MAC of 6 has a Power Score of 12.
❖ To determine the Preparation Time for caradhaker powers, divide the initial PSP cost by 10 (any result less than 1 translates as 0), rounding down. Thus blast feedback has a Preparation Time of 0.
=== Blast Feedback ===
(Telepathic Devotion)
MAC: 6
PSP Cost: 6/3
Range: 0
Area of Effect: Individual
Blast feedback is useful only against an illithid’s mind blast (note that mind blast and psionic blast are not the same). When a Mindstalker with this power falls victim to a mind blast, a successful MTHAC0 check for this power establishes a feedback loop with the individual illithid that first attacked. Blast feedback doesn’t trigger unless the mind blast penetrates the victim’s higher brain centers a Mindstalker who successfully used the lucid buffer proficiency can- not use this power, but a failed lucid buffer proficiency check still allows blast feedback to be used. Basically, the illithid’s own power is redirected back at it, catching the mind flayer in its own mind blast. All creatures nor- mally affected by the blast, including the individual with this psionic power, are stunned for 3d4 rounds (as is standard), but the attacking illithid also suffers the same effects.
=== Brain Nausea ===
(Telepathic Devotion)
MAC: 5
PSP Cost: 4/2
Range: 0
Area of Effect: 40’ radius
To affect another mind with a psionic power, one must normally “open” the mind of the target to be affected either with psionic combat against another psionic creature or with a successful psionic attack against a nonpsionic creature. Brain nausea is more subtle it does not require an illithid’s mind to be opened, and it affects all illithids with- in the area of effect.
Brain nausea causes all creatures within the radius of the effect to prefer not to eat a brain while the power functions. For most creatures, this is on par with their natural inclinations anyway, but this anti-brain preference goes against what an illithid would do if presented with a tasty brain. Since this is a subconscious alteration of tastes creatures affected by this power are not likely to realize it.
An illithid affected by brain nausea is 95% likely not to extract and eat the brain of a victim after a successful mind blast or while engaged in melee. The illithid still might decide to capture the victim for later use in a slave gang, employ other powers on the victim, or merely retreat from caradhaker foes, feeling inexplicably sated. No other motivations of the illithid are affected by this power, and the illithid itself remains oblivious to the reasons for its sudden change in appetite.
=== Anti-Mucous Bulwark ===
(Psychokinetic Devotion)
MAC: 4
PSP Cost: 8/4
Range: 0
Area of Effect: Individual
Much of a mind flayer’s physical (and psionic) integrity is tied up in its hideous mauve skin and the thin layer of mucous that glistens thereon. Not only does the mucous serve to keep the illithid’s skin moist but it also is tied in with its psionic strength and magic resistance, to some degree. Thus, this power can significantly hurt any illithid.
When this power is successfully triggered, the mindstalker creates an invisible psychokinetic field that coats the dwarf. This field does not interfere with any other energy physical, magical, or psionic but the field is destructive to illithid mucous.
When an illithid makes a successful physical attack against a creature with an active anti mucous bulwark, the illithid loses 1d10 hit points, 1d10 PSPs, and 1d10 percent of its magic resistance (MR). (An illithid’s MR never drops below a base 18 percent.) Cumulative damage, PSP drain, and MR drain occurs for every round an illithid remains in contact with a being using this power. An illithid that runs across a creature with this power usually chooses to avoid pressing a physical attack.
Unless an illithid is killed through the use of this power, its magic resistance and PSPs return at a rate of 3 points per hour
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