Chronopterid

Chronopterids, or trueform eurypterids (sea scorpions), are likely the most enigmatic of all the trueforms. First, they and their non-intelligent cousins should have gone extinct eons ago, yet shortly after the flood, they re-emerged. When asked where they came from, most respond cryptically with “we have always been here.” When pressed, they tell of a mysterious place called the “Viridian Veil,” a realm that time has forgot. The precise location of these waters is a matter of debate, even among chronopterids.

**Physical Description:** Chronopterids have a large, flat, semicircular carapace, followed by a jointed section, and finally a tapering, flexible tail, ending with a long venomous spine at the end. Chronopterids have paddles toward the end of the carapace and beyond, which are used to propel themselves through water. Underneath, in addition to the pair of swimming appendages, the creature has three pairs of jointed legs for walking, and two claws at the front (chelicerae). Other features include one pair of large yellow eyes and a pair of smaller eye spots, called ocelli, located between the other, larger, pair of eyes. Their coloration is typically pale blue, though albino, green, tan, and even red specimens have been encountered.

**Society**: Chronopterids build small clusters of domed stone huts off the shallows of warm coastlines where they spend most of the day philosophizing, arguing, and engaging in other lengthy conversations. To many, it is remarkable that these chatty lobsters are able to accomplish anything beyond their endless banter. However, in-between their discussions which can sometimes last weeks at a time, the chronopterids have short bursts of highly constructive action, with each step pre-planned and previously deliberated at length. While frustrating to most races, it seems an effective strategy for the chronopterids.

When chronopterids were first discovered, scholars were surprised that they spoke perfect Halbok, albeit in buzzing and monotone voices. Many speculate that their first encounters were with Sebek-ka or perhaps genai, and learned language from them. Though a few sages believe that chronopterids have interacted with drylanders at some point in their journey. Though a few chronopterids speak Ancient, the Zef recall nothing of intelligent eurypterids, recollecting that sea scorpions were all just mindless pests eons ago and that they should have gone extinct before even the age of reptiles.

**Relations:** Though still rare, chronopterids are becoming somewhat known in Cerulean Seas for their skills in philosophy, logic, and debate. While lawful races enjoy these talents, others find the chronopterids to be tiresome. Overall, most agree that chronopterids make good advisers and conversation partners, patience withstanding.

**Alignment and Religion:** Most chronopterids are lawful neutral, with a goodly percentage subscribing to true neutral philosophies. Though they love discussing religion at length, they seem to have none of their own, nor do they seem to settle on one of other races. Particularly good or evil chronopterids are very rare, and are generally regarded as insane by their own species.

**Adventurers:** Chronopterids adventure so that they have something to talk about later. This could include knowledge, secrets, tales of intrigue, or even just to prove a theory or win an argument. They also seek out adventuring parties so that they have someone new to talk to. They often become wizards, though warriors and monks also make up a lot of their population.

**Names:** As chronopterids have no discernable gender differences (they can tell by scent), they also do not have gender-based naming practices. Their names sound somewhat Halbokian. ***Examples:*** Amjas, Beelar, Darisha, Golzell, Jimeen, Kaabor.

## **CHRONOPTERID RACIAL TRAITS**

* **+2 Dexterity, +2 Intelligence, -2 Constitution:** Chronopterids are surprisingly fast and smart, but also uncannily feeble.
* **Racial Buoyancy:** -190, **Depth Tolerance:** 600 feet
* **Medium:** Chronopterids are Medium creatures and have no bonus or penalty due to size.
* **Type:** Trueforms are Magical Beasts with the trueform subtype.
* **Amphibious:** Most trueforms have either lungs or gills, but rarely both. In whichever medium they are not equipped to breathe, they can absorb oxygen for a limited time. Trueforms with lungs can survive underwater for 1 hour per 2 points of Constitution. Trueforms with gills suffer the same limitations, except on dry land.
* **Darkvision 60 feet:** Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature.
* **Low-light vision:** Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
* **Animal Mimicry:** When not wearing any equipment, trueforms can easily pass as the normal animal that they are closely related to. A successful Bluff check grants them the ability to blend in with or pass as a normal, "non-sentient" animal.
* **Bestial Empathy:** Trueforms share an affinity with other animals (or vermin) of their own species. For example, a squibbon shares affinity with all octopi, delphins with all dolphins, carchardians with all sharks, and so on. Trueforms gain the ability to communicate with these creatures as if under the effects of a *speak with animals* spell (caster level equal to 1/2 the trueform’s character level, rounded up). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these trueforms initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.
* **Fast Swim Speed:** Chronopterids have a base swim speed of 40 feet.
* **Landwalker:** Chronopterids have a base land speed of 20 feet.
* **Carrion Sense:** Chronopterids have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
* **Gills:** Chronopterids can breathe water indefinitely.
* **Hand-equivalent appendages:** Trueforms such as the kawauso and squibbon can use tools with their natural anatomy; kawauso using a combination of their mouth and dexterous paws and squibbons using their tentacle-like arms. Regardless of the number of anatomical protrusions (provided that they are not missing any), their ability to use weapons and tools is equivalent to a humanoid of the same size with two normal hands. Those trueforms with hand-equivalent appendages can also wield non-trueform weapons using their normal ability modifiers.
* **Natural Armor:** Chronopterids have a natural armor bonus of +2.
* **Natural Weapons:** Chronopterids possess two claws that inflict 1d3 points of slashing damage and a sting that deals 1d3 piercing damage plus poison. In addition, the sting has a reach of 10 feet. These are primary attacks, or secondary attacks if it wields a manufactured weapon.
* **Poison:** Sting—injury; save Fort (DC 10 + 1/2 the chronopterid's character level + the chronopterid’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save.
* **Weapon Familiarity:** Trueforms are proficient with all natural weapons and treat any weapon with the "trueform" quality as a martial weapon. As a consequence of form, many trueforms cannot effectively wield manufactured weapons without this quality.
* **Regrow Limbs:** A trueform with this ability can regrow severed or destroyed limbs, tentacles, tendrils, tails (etc.) in 3d4 weeks without the aid of magical healing. Magical healing that does not convey regeneration or the ability to regrow limbs has no effect on this ability.
* **Languages:** Chronopterids begin play speaking Common and Halbok. Chronopterids with high Intelligence scores can choose any of the following: Ancient (Zef), Aquan, Abyssal, Click-clack, Draconic, and Lok’tar.