Nathri (GEP)

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The nathri are 4-foot-tall humanoids with dark greenish skin and long, unruly black hair. Though they appear barbaric, nathri wear clothes, use weapons, and speak their own language (although the most intelligent nathri have learned to speak planar common as well). They roam the Deep Ethereal, living in large clans numbering well over 100 members (led by a 3-HD nathri called the targai). On other planes, nathri senses extend onto the Border Ethereal. Nathri are skilled in many Ethereal proficiencies, some unknown to even bloods of the Etherfarer Society; in fact, many Society proficiencies were developed from nathri skills. Even though nathri can get most of what they need from the Ethereal itself, they are given to raiding demiplanes for additional food, clothing, and other materials. Fact is, nathri know the dark of more demiplanes than most other cutters who travel the Deep.
Natbri culture is divided into two castes: warriors and rogues. They attack in swarms, striking at opponents with weapons pilfered from the demiplanes or a small but sharp barb on the backs of their right hands. The poison barb attack is the preferred method of attack for nathri rogues. Warriors also have a poisoned barb but prefer to use weapons when they can get them.
NATHRI: AC {6}; MV {18}; HD l+l; THAC0 19; #AT l; Dmg 1d4 (barb) or by weapon; SA Poison, attack bonus, thief skills; SD +I to saves vs. charm; SZ S (4' ta]]); ML steady (11-12); Int low to high (7-13); AL CN; XP 120.
SA-Poison: Nathri barbs inflict 1d4 points of damage and targets that fail a save vs. poison fall prey to the mild venom coating the barb. The poison makes victims dizzy and disoriented, imposing a -1 penalty to attack rolls, proficiency checks, and saving throws for 2d 10 rounds. Subsequent failed saves extend the poison's duration but not its severity. Attack bonus: Nathri warriors gain a + 1 bonus to attack and damage rolls when using weapons. Thief skills: Nathri rogues have the abilities of 4th-level thieves.
==Nathri as Player Characters==
Players can choose this race for their characters, but PC nathri are misfits or loners who've turned from their race's chaotic, selfish nature. These enlightened nathri may not retain ties to their culture, or their tribe might consider them eccentric wanderers. 
AVAILABLE CLASSES: Fighter, Thief, Ranger (rare), Fighter/Thief.
MAXIMUM LEVEL: 10th ( 12th if the character possesses an 18 in his prime requisite). 
RACIAL ABILITIES: Nathri PCs add 1 to their Dexterity, Constitution, and Wisdom, and they subtract 1 from their Strength, Intelligence, and Charisma. Nathri live about 65 years on average and speak their own language plus one other planar tongue. Natbri player characters gain 1 bonus ethereal proficiency of their choice (see page 30) in addition to the normal proficiency slots appropriate to their class and level.
Nathri fighters gain a + 1 bonus to attack rolls when using all weapons, but they suffer a -2 penalty on all saving throws vs. paralyzation, poison, and death magic. In addition, nathri thieves gain a +5% bonus to all thieving abilities, but they suffer a -1 penalty on all saving throws vs. paralyzation, poison, and death magic. All nathri can attack without a weapon, using a barb on the backs of their right hands. These barbs inflict 1 d4 points of damage and force targets to make saving throws vs. poison. Failure indicates that the target becomes dizzy and disoriented from the nathri's venom, suffering a -1 penalty to all attack rolls, proficiency checks, and saving throws for 1d6 rounds. Subsequent failed saves extend the poison's duration, but not its severity.
Nathri can peer onto the Border Ethereal when on another plane. However, nathri PCs who spend more than half their time off the Ethereal permanently lose this ability at 5th level. In the same way, a nathri's fiercely independent nature normally grants it a +1 to saving throws vs. charm and similar spells, but nathri player characters lose this ability, as they have sacrificed their independence to work in a group.